About this project
Brandish your cutlass and musket and prepare for swashbuckling adventure on the Spanish Main! Whether you’re marching your pirate army across the Isthmus of Panama as legendary pirate Henry Morgan or terrorizing the Jamaican coasts as the infamous Captain Rivero, Blood and Plunder is a game that is guaranteed to evoke thrills and capture the imagination of miniature gamers.
In Blood and Plunder you will join legendary sea rovers in the 17th century struggle for national dominance and personal profit in the Caribbean. This 28mm miniature wargame brings this period to life with a compelling rule set and the highest quality models and ships of the genre. That’s right, we said ships! Blood and Plunder is designed to transition seamlessly between land, naval and amphibious combat using a uniform rule set and scale. And if you’re worried this seems too grand to be practical, you’ll be glad to know that a standard game (on or off a ship) can be played on a small kitchen table with 13-50 models in less than 2 hours.
Blood and Plunder is a 28mm, unit-based, skirmish game that allows players to accurately play out pirate raids on Spanish towns and forts. Our game is set apart by three important aspects:
- Blood and Plunder Initiative deck system: Our game uses a card driven, player controlled, unit based activation system. What does that mean? Here is the gist: each player starts the game with a traditional 52 card deck. At the beginning of each round players draw a hand based on the number of units under their control (e.g., 4 units = 4 cards). To activate their units, each player chooses a card from their hand and reveals it simultaneously. The cards will then determine two things: which player’s unit activates first and the amount of actions the units receive based on their experience rating. It is important to note that the more priority your card gives in turn order, the less actions your unit is likely to receive. The result is an initiative system which gives the game a natural flow and greater strategic depth. Units are rated for experience and such things as fighting and shooting ability as well as their resolve to stay in combat. Many rules unique to the units also add a layer of historical accuracy.
- Fortune Points: Each player has a limited number of fortune points to combat the effects of fate. Fortune allows players to do things such as draw a new hand of cards, re-roll dice or save your commander form certain doom.
- Fatigue: No one is immune to the terrors of combat, and the heat of the Caribbean sun can be just as taxing on the body as locking steel with a bloodthirsty Spaniard. Fatigue in the game tracks changes in physical and mental exhaustion as the battle carries on. Can your men maintain their composure while they put pressure on the enemy? Doing so can be the key to victory. But be careful! Push your men too hard and they might find themselves at the mercy of a more battle ready unit.
- Seamless land-to-sea combat: One of our chief goals while designing Blood and Plunder was to create a game that captures the essence of both land and naval combat respectively while being able to seamlessly transition between the two. This is exactly what we did, and the results are more exciting than we had even realized. Imagine this: you can play one game in a jungle environment with your guerrilla fighters, the next with your 6 guns sloop on the open ocean and the next on the coast, exchanging canon fire with a fortress while you undergo your amphibious assault, all using the same simple and intuitive rule set! Needless to say, the campaign and scenario possibilities that accompany this are virtually endless.
Mike Tunez, our lead game designer, takes us through a turn of basic land combat game play. Ship combat and other special rules will be covered in upcoming game play videos!
*Update* This video features Blood and Plunder's lead game developer Mike Tunez and co-developer Fred Barnard discussing sea combat and movement mechanics .
*Update*: Lead developer Mike Tunez and co developer Fred Barnard return in this game play video update! In this video, we go over land combat and core game mechanics.
English Buccaneers The English Buccaneers were privateers (or sometimes outright pirates!). Usually sailing out of Port Royal on the English colony of Jamaica, these soldiers of fortune harassed Spanish settlements and shipping all over the New World.
English Caribbean Militia These civilian soldiers defended England's colonies in the Caribbean against Spanish reprisals and attacks by French, Dutch and Carib raids and invasions.
Guarda Costas These Spanish "Coast Guards" were commissioned to hunt down Pirates and enforce Spain's New World policy of forbidding all foreign trade against any ships encountered. Plundering all illicit trade, these where often little more than pirates themselves.
Spanish Caribbean Militia Defenders of The Spanish colonies from all walks of life, these often poorly equipped troops made up for their lack of equipment with ruthlessness and adapting to their environment.
Bare Metal Minis: Here are some of our models unpainted and manufactured right here at Firelock Games Headquarters. Behold:
Here is a short video where our game designer, Mike Tunez, sits down with the beasts of war and goes in depth about the history of pirates in the 17th century Caribbean and how it relates to our game:
In the backer levels, the EU consists of the following countries - UK + NI, France, Germany, Austria, Belgium, Bulgaria, Croatia, Cyprus, Czech Rep, Luxembourg, Romania, Netherlands, Estonia, Hungary, Spain, Latvia, Italy, Lithuania, Ireland, Malta, Denmark, Poland, Portugal, Romania, Sweden, Slovak Republic, Greece, Slovenia, Finland. All other countries except for USA and Countries within the EU (as mentioned above) are considered to be "Worldwide". Shipping to "Worldwide" areas outside USA and EU may result in additional duty / taxes. We suggest you have a good understanding of import tax of your country before placing an order.
In order to keep everything organized and efficient, we allow a maximum of 1 delivery location per backer, regardless of reward levels / number of add-ons attached to pledge.
To provide the most affordable shipping possible, we have decided to charge all shipping for our Add-ons during the Pledge Manager (see below). The shipping prices will vary according to region, but will reflect our tier reward shipping prices.
*Update*: No extra customs charges will be charged to customers ordering within the EU, the VAT costs are covered in the shipping charge. For more information, please see our shipping information section.
One of our initial goals was to create a large line-up of miniatures and ships that would allow players to choose an army that would feel their own, because of this our Kickstarter campaign offers many different type of rewards. We have decided to use a Pledge manager (Kicktraq) to make the process of telling us what you would like for your pledge as simple as possible.
The process of closing our Kickstarter will generally proceed as follows:
- Kickstarter campaign ends (May 18th)
-Backer's pledges are charged within 1-3 days of our campaign successfully closing
- Our pledge manager will send a survey out within 2-3 weeks after we have received the pledges.
In the survey, you will be asked to make any choices that your tier requires (i.e. choice of faction or ship upgrade) and you will also choose the add-ons you attached to your pledge during our campaign. If you did not add the correct amount to your pledge or you would like to add more to your pledge, the pledge manager will be able to take further orders.
Risks and challenges
Our co-founder, Alex Aguila, was the co-founder of the globally recognized computer company Alienware; he brings over 10 years of manufacturing experience to Firelock Games.
We have done everything in our power to ensure that we have created a quality product and that it will be produced in a timely matter, but there could be some common hurdles :
- Production delays
- Shipping delays
- Customs delays
The estimated delivery date is December 2016, although we are very confident that we can meet this date keep in mind this is only an estimate. Also, due to the logistics of international shipping, backers in different regions of the world may receive their rewards sooner than others.
We've done our best to minimize this as much as possible, and we are always happy to refund pledges if for some totally unforeseen reason the game can't be delivered at all. Since the game is 90% complete, we don't believe this is a likely issue.Learn about accountability on Kickstarter
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