Brock Poke Scythers
Brock Poke Scythers
An all ages, 2-7 player card game in the theme of Pokemon Go. Similar to Rock Paper Scissors but with special cards/unique abilities
An all ages, 2-7 player card game in the theme of Pokemon Go. Similar to Rock Paper Scissors but with special cards/unique abilities Read more
What is Brock Poke Scythers?
This newest project from the Hosnovan Co. was based on a simple goal:
"Let's come up with a card game that can be challenging, rewarding, and rooted in strategy - but also can easily be played and enjoyed by someone as young as 4"
At it's core, Brock Poke Scythers (BPS) is a game based very much around the concept of Rock, Paper, Scissors - as if the name didn't give that away, already. Three opposing teams, each having the advantage over another. As a card game, this would meet the second requirement of our goal - but a game based completely on luck does not find itself to be challenging, rewarding, or strategic.
From there we started coming up with "specialty cards" that would be able to add new layers to a game that has been around much longer than any of us. We wanted to come up with enough that there was variety in the game, but not too many that it because complicated or too slow of a game.
BPS is inspired by the three teams from the mobile game Pokemon Go. Mystic, Instinct, and Valor. While we know that [insert your own team here] technically beats every other team, for the purpose of this game, we've decided that Mystic beats Valor, Valor beats Instinct, and Instinct beats Mystic. We've also included Team Rocket as a spoiler team, whose cards are guaranteed to frustrate your opponent whenever they are played.
What is in the game?
BPS consists of 54 cards total - Instinct Cards (x12), Mystic Cards (x12), Valor Cards (x12), Team Rocket Cards (x6), Instinct Specialty Cards (x4), Mystic Specialty Cards (x4), and Valor Specialty Cards (x4)
How do you play BPS?
In a group of 3-7 people, deal 7 cards to each player. Players can look at these cards, organize them as they would like.
Going clockwise, each player takes a turn challenging any other player. Both players then place a card of their choosing face down in the center of the table. Once both players have placed their cards down, they can flip to see who won the round.
If both players play the same team card, both players continue selecting cards until a winner is determined.
The winner takes all cards played during the battle, and collects them. These cards cannot be played again during this dealt hand, but are instead collected as points.
Players continue to rotate and challenge until all hands have been used. Count the cards collected during the hand, and those are your points won.
Gather all of the cards, shuffle the deck, and start again with a new hand until a winner is determined.
The end of the game can be decided by how much time you have/want to spend. Either select a pre-determined winning total (IE 100), continue playing and accumulating points until everyone falls asleep, or you can just choose a winner per hand and not keep overall score.
What do the specialty cards do?
There are a total of 9 specialty card types in the game. Each team shares three specialty cards: Double Kick, Metronome, and Attract. When played at the start of a round, these cards provide a slight change to the round being played.
Double Kick - This initiates a best two out of three. The start of the round is considered battle number one. If after round two it is tied at 1-1, then a third round is required to determine the winner. If a player wins the first two rounds, a third round does not occur.
Metronome - The winner of this round is given control of another player for a bonus round against the loser. You can select any player in the game, and have them battle the loser of your round. If your selected player wins, you get the winnings from the round played.
Attract - The winner of this round selects a card from the losers hand at random. This card is then added to the winners hand and can be played during another round.
Each team also has a unique ability as well
Valor's Roar - The winner of this round can choose to force the next challenger to use their challenge on them.
Instinct's Sing - The loser of this round may not be challenged until they have played their next turn
Mystics Absorb - The winner of this round may take a card from the losers' winnings pile and add it to their own.
Along with the team specialties, there are also two of each Team Rocket card which are not associated with any single team, but drastically alters the way a round can be played, especially when strategy and card combinations come into play.
Mimic - This card becomes the same as your opponents, forcing a tie on the round.
Blasting off Again - Beats all other teams. This is essentially your dynamite card, except if two players play this card then there is no winner on the round and the cards in play are discarded
Self Destruct - Both teams lose this round. Discard all cards in play.
As mentioned, the game can be very simple, but can also be played with intense competition. The moment you get the chance to challenge the person who has the most points and you can use a combination of a Doublekick, Mimic, Team Card, and then Blasting off Again to take four of their cards in a single round is the moment you never realized you were waiting for.
What is a Custom Pokemon Card?
In a previous Kickstarter we worked on Bernie Sanders Pokemon cards, as a small collectible gift idea. One of the option rewards was for a fully custom card, where backers could provide a photo for us to turn into the Pokemon style art, and all skills, stats, could be selected. We then printed and shipped these cards to our backers. Since this is a Pokemon themed project, we're offering this again as an option since we got such great feedback from the Sanders project. Below is a sample of the work we did for this, the photos given to us and the completed work.
Risks and challenges
One of the biggest challenges we have with getting this project started is quantity. Our single prototype that we purchased ended up costing us twice as much as we would be selling it for. The reason the campaign goal is higher than we would want is to ensure that we can order enough copies of the game that the cost is significantly lower than only getting a handful. We've tested the manufacturer, we've tested the shipping times/delivery. We have even tested the game numerous times. The biggest risk is not trying to produce something that we're excited about and believe in. We also understand that the plan will be to request licensing from Niantic for the use of the team logos, in the event that Niantic does not respond, or does not respond positively, we will proceed with creating our own rendition of what we believe captures the spirit of the teams in the game.Learn about accountability on Kickstarter
- (31 days)