Hero's Journey Home - Old School Fantasy Tabletop Card Game
5/2: All copies currently pledged...however
- I plan on having more copies available for direct sale this fall/winter, so follow the FB page for the game to have the latest information
- People do cancel pledges so check back every so often to see if any slots have opened up
A little background
Hero's Journey Home was officially released in March of 2015 after a (semi) successful Indiegogo campaign sold 50 sets. A further 50 sets were subsequently self-financed and sold that same year. I'm now looking to fund another 100 (or more), with any extra money going towards producing base sets and expansions for direct sale.
What's it about?
The game begins at the end of a great quest. A Hero and his/her companions have defeated a terrible enemy and claimed a magical prize and now must make the difficult journey back home. Along the way they visit strange and wondrous locations, find useful items, and fight an array of deadly monsters.
Will I like it?
If you like quirky, hand-drawn fantasy art, a game you can play solo or with a friend that's full of replay value and tells a story (plus has lots of dice) it might be just the thing you're looking for.
How do you play?
The complete rules: Read it now >
The Google Slides version: View it now >
The short version:
First, you choose the Quest your party has completed. This gives you your special Quest Item and the points you use to pick your adventuring party. There are fifteen adventurers to choose from with point values from 1-15. Each has at least one special skill.
Then, you designate one party member as the Hero. The Hero allows your party to gain bonus points which can be used to improve combat rolls.
You then take up your papergold (in-game money; 200 per adventurer), set every adventurer at 3 hit points using the included mini dice, and, if you have any spellcasters, pick out their spells.
Next, you prepare the Journey deck by splitting it in two and shuffling the "Home" card into one of the halves. Shuffle the second half of the deck and place it on top of the half containing the "Home" card.
Now you're ready to play! In the solo version you draw cards from the Journey deck and resolve them according to type (monster, location, item). You fight monsters, buy items, and do whatever the location cards demand.
In the two-player version, each player takes a turn drawing and resolving cards. But if you draw the Crossing Paths card, be prepared to fight one another!
What's in the bag?
The game is packaged in a sweet burlap bag, tied with jute rope. Inside the bag you will find:
- 90 individually illustrated cards: 10 Quests, 10 Quest Items, 15 Adventurers, 10 Spells, 45 Journey cards
- 20 Papergold (money) cards
- 24 Dice: 2d20, 2d6, 20 mini (12mm) d6
- 24-page Rulebook
If the campaign ends up hitting the 200 reward limit for the game, I'll draw an all-new cover for the rulebook. I don't even know what it'll be, I'll figure that out if it happens. But it'll look cool and you'll have a copy.
Risks and challenges
I'm the only person involved in this project so if I get eaten by an Ogre or stranded on a faraway island, obviously, that would impact delivery.
The risk for the base game is honestly pretty low since I've already released it and know what parts I need and where to get them.Learn about accountability on Kickstarter
- (30 days)