A Focus on Family Games
Families who play games together tend to remain close. As my kids get into the age where they enjoy playing board/card games, I find myself yearning for my gaming roots - tabletop Role-Playing Games (RPG).
Yet, when I first thought about bringing my kids down the tabletop RPG road, I also realized that my free time is limited. Surely there are games out there which offer that type of experience with little (or no) burden on a parent to prepare & run adventures? And the game is not so "kiddie" that a die-hard tabletop RPG'er won't just get bored?
Well, the question if such a game exists is now moot - Young Wizards is that game!
About the Game
Young Wizards is a card-based tabletop RPG where each player assumes the role of a... Well... A Young Wizard.
Each wizard has a deck of cards representing their spells, equipment and other features (like race). That deck can grow more powerful over time as the player adventures into twisting caverns and dark forests, discovering treasures & gaining experience.
All of that sounds great, and can be done with other tabletop RPGs. How does Young Wizards differ?
- The game can be played without a Game Master(GM)/Dungeon Master.
- If played with a GM, setting up adventures & encounters is a breeze, leaving you more time to focus on your story.
- The card-based approach provides the perfect "bridge" between younger players and the deeper world of tabletop RPGs.
Young Wizards takes place in the Age of Heroes game world, and marks the first commercially available game in that setting.
The shining kingdoms and their armies of ages past are long-gone. As the scattered peoples awaken from centuries of darkness, heroes emerge to carve a future for their clans & families. And now, the first few Wizard Academies have begun to reclaim their towers and forgotten power.
You are part of this next generation of Wizards, and your motivations are your own. Are you seeking knowledge for personal gain or for the greater good? Will you take your place amongst the legends during the Age of Heroes?
“A hero has the whole world for his tomb.” – Unknown
Creating your wizard couldn't be easier!
- Choose a race
- Choose a school of magic
- Choose a starting Weapon, Robe and Spellbook
For younger players, pre-made decks of starting wizards are outlined in the rule book.
The Character/Wizard Deck
Each player starts out with a small deck of cards comprised of Basic spell cards from one school of magic, their race card and a few starting equipment cards. As the player adventures, they can improve & expand on their deck, upgrading their cards and (if they wish) developing a strategy not unlike deck building in typical Trading-Card-Games (TCGs).
The main difference between Young Wizards & a TCG, however, is the adventuring & permanence aspects. In Young Wizards, the player takes their deck into perilous dungeons over the span of weeks, months and even years.
Many tabletop RPGs have volumes of rulebooks spanning everything from starting a campfire to battling a dragon. A typical character is comprised of 1 or more sheets of paper covered with stats, equipment lists and a ton of pencil/eraser work.
And all of that is fine!
However, when introducing the rich gaming experience of tabletop RPGs to a younger generation, a simpler approach may be beneficial. Card games like UNO, Go-Fish and even Rummy are easily understood by kids starting at age 6. So, delivering a similar experience of drawing & playing cards seems like the perfect introduction to tabletop RPG/board games.
Each card is uncluttered and younger players should be able to understand the simple gameflow.
Of course, more experienced players may want to strategize their decks just like they would for a TCG. Exciting combos, player cooperation and much more awaits.
Everything needed to adventure with or without a Game Master (GM) is provided in the various card sets. Game groups can choose to explore an adventure deck, with randomization of cards providing great replay value. Or, perhaps, someone in the group wishes to tackle the role of GM and craft adventures for the wizards to challenge. Young Wizards provides that flexibility!
The other challenge for dad or mom GMs is simply TIME. How do you find the time to delve through Monster Manuals and GM-Guides to craft adventures for your players? Well, Young Wizards solves that problem too!
Since all enemies are rated at the group level (all goblins are in one deck, rated at the lowest base difficulty) and also at the individual card level (each card in the goblin deck has a difficulty rating), generating a new encounter for the players takes SECONDS as you reach for the correct deck and settle on the difficulty. This allows the GM to perhaps write down some loose story notes on a piece of paper and leaves all the crunchy numbers/balancing aspects to encounter design to the game decks.
When battle eventually does happen, Young Wizards provides simple rules to conduct the battle (with or without a GM) on a "battleboard".
Players also use their wizard deck to overcome non-combat challenges in each adventure.
Then, at the end of the adventure, each player can choose a reward from the dungeon boss which can include epic loot (added right to their deck!) and/or a new/replacement spell card.
Unfortunately, we aren't artists. Art costs money, and that is where the small amount of $ we are asking for will go:
- Wizard Card Art
- Race Card Art
- Box Art
This Kickstarter will result in the development of the STARTER SET and ADVANCED SET of cards for Young Wizards:
STARTER SET (1-4* players)
- 4 Schools of Magic
- 4 Wizard cards
- 1 Starter Loot deck
- 1 Common Loot deck
- 1 Adventure deck
- 1 Enemy deck
- Human Racial Cards
* The player limit can be raised by purchasing another STARTER SET and/or the ADVANCED SET
Requires the STARTER SET
- 2 Battleboards (Cave, Forest)
- 20 wooden health markers
- 1 additional School of Magic (Alchemy)
- 1 additional Race (Dwarf)
- 1+ new Wizard cards
- 1 additional Adventure deck
- 1 additional Enemy deck
- 1 Uncommon Loot deck
- Additional cards for the Common & Starter Loot decks
- Additional cards for STARTER SET schools of magic
- 10 Red "lose health" tokens
- 10 Green "gain health" tokens
- Supports 1 additional player
A complete breakdown of funding allocation:
A Note on Rewards
We're allowing the community to have a hand in the development of the game, but there are some guidelines which must be followed. We reserve the right to rename something a backer creates. We'll not allow any offensive material nor anything ill-fitting of the setting, nor any copyrighted/trademarked material.
Also, if the designed item or school of magic is already planned for inclusion into the game, a different item/spell school will need to be chosen by the backer.
Note: if a backer doesn't wish to be listed in the game credits, of course we will respect those wishes.
Risks and challenges
Geek Fever Games has completed 3 successful Kickstarter campaigns - all were completely fulfilled!
We learned much from our Kickstarter experience and continue to improve how we deliver. Our first boardgame Kickstarter (Mars vs Earth) was accepted into the Boston Festival for Indie Games Tabletop Showcase (2015).Learn about accountability on Kickstarter
- (21 days)