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$5,032
pledged of $5,000pledged of $5,000 goal
58
backers
3days to go

All or nothing. This project will only be funded if it reaches its goal by Mon, April 22 2019 2:01 PM UTC +00:00.

$5,032
pledged of $5,000pledged of $5,000 goal
58
backers
3days to go

All or nothing. This project will only be funded if it reaches its goal by Mon, April 22 2019 2:01 PM UTC +00:00.

About


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 Special thanks to  Dragon's Lair Comics and Fantasy for hosting us.

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 Rule book!

Welcome to Rocket Dogs the Card Game! Rocket Dogs is a Strategic, Competitive, and cooperative card game for 2-4 Players. Players are immersed in a world of Dog Kind currently in a space race to escape the planet. Rocket Science is at an all time high. Will you be the first to blast off into the unknown?

Players: 2-4 Players.

Game Time: 30-45 Minutes

Objective: Build a 9 piece rocket ship, Obtain at least 1 pilot and 1 Headquarters. Protect your ship while stopping others from finishing their ship and be the first to blast off.

How to Play: Shuffle the shipyard deck and deal 7 cards to each player. Shuffle the pilot deck and deal 2 cards to each player, then place both decks in separate piles and leave room for discard piles. Pilots must remain on table flipped over until you use their ability or are ready to launch. You may look at your pilot card at any time and play its ability when appropriate. Each pilot card can come with one of the following abilities: Action, Instant, or none. (See further instructions for what an Action or Instant is).

Pick someone to go first… Examples: Whoever is the most annoying, loudest, or maybe whoever has the hairiest feet.

Your turn overview:

Each turn will consist of 3 Phases:

Phase 1: Draw 1 card from the Shipyard Deck.

Phase 2: You may play unlimited Actions.

Phase 3: To end your turn you must play a ship part or headquarters or draw 1 shipyard card.

Note: No hand limit

Note: Cycling: You may discard 2 cards of the same type to draw one 1 shipyard card.

Types of Cards and Decks:

Shipyard Deck: Contains parts for your Rocket, Headquarters, Action and Instant cards.

Pilot Deck: There are several cards that give you the ability to draw from this deck. Pilots stay on table (not held in hand) and must be face down, however the player can look at their card anytime they wish. Some pilots have abilities. Once the ability on the pilot is played, the pilot remains face up on table and no longer has any ability but still counts as a pilot, and you need at least one pilot in play to win.

Action Cards: Action cards can only be played during your turn. Action cards are in both the Pilot deck and the Shipyard deck. When playing an Action card from your hand place it in the discard pile, except pilot cards that remain on the table face up once their ability is used.

Instant cards: Instant cards may be played at anytime during game play. Instant cards include; Repair, Balls, and other similar cards labeled instant. (Some pilot abilities may be instants as well).

Headquarters Cards: The Headquarters is number 1 for you build and can be found in the shipyard deck, You will need to collect one Headquarters to complete your set and win. Each person can only have one Headquarters in play. Headquarters counts as a part while in play and being played.

Rocket Parts: Rocket parts are numbered 2-9 for your build. You can only have one of each type in play at any time.

Cycling: Action: You may discard any pair of cards to draw one card from the shipyard deck, this ability counts as an Action. Example: You have a few Right Nose Cones in your hand (Part #9) but you do not want them, you may discard 2 of them to draw a fresh Shipyard card.

Card Explanations:

Balls: Instant: Balls prevents any play whether it be an Action, Pilot ability, Part, Instant, even other Balls If Balls was used when a player goes to place a part while ending their turn, their turn still ends.

Sleep: Action: Pick a player and skip their turn, Place this card in front of the player. On their turn they discard the sleep and their time was served. Stacking skips: If a player was put to sleep but they were already asleep they only discard one sleep each turn.

Kennel: Action: Pick any pilot in play whether face up or face down and discard it.

Fetch: Action: Steal a card at random from target player. Make that player hold their hand up and you pick the card to take.

Hire a Pilot: Action: Draw a new pilot from the pilot deck and place it in play face down. The new pilot’s ability can be used the turn you hire it.

Keen Sense: Action: Look at the top 3 cards of the shipyard deck, you may rearrange as you see fit, then place them back on top of the deck, and continue your turn.

Supply Drop: Action: Every other player draws 1 shipyard card, then you draw 2 shipyard cards. Always rotate around the table in the direction play is when it comes to any draw type cards.

Inspections: Action: Every player must sacrifice a part or headquarters from play of their choice. INCLUDES YOU!

Repair: Instant: The repair card can protect a single part or headquarters from being damaged. Note: You can repair other players parts. Example: Someone attacked your Left Nose Cone (Part #10) with a Mischief, you may play repair to protect it. (You may repair parts that are supposed to be sacrificed) (If hit with a M.O.A.B, repair only works to repair one part or headquarters)

Wild Dogs: Action: Wild Dogs is played as an Action card. When playing Wild Dogs pick a part and place it in the appropriate spot for that part. Once a part is decided it can not change EVER, including if someone has taken it from you until reshuffled in the deck.

Mischief: Action: Pick any part or headquarters in play and send it to the discard pile. Can be repaired.

Peepin: Action: Look at target players hand. (Does NOT include pilots).

Mine: Action: Steal any part or headquarters in play from any player and place it in your play area. Note: Can only target parts you do not already have.

M.O.A.B.: Action: Pick a player, they MUST sacrifice 3 parts or headquarters in play of their choosing. The sacrifices go to the discard pile. (these sacrifices may be individually repaired).

Trade Balls: Action: A simple swap your whole hand for someone else’s. This can not be stopped by Balls or any other means.

 A message from the creators on how Rocket Dogs was formed:

We "Dennis Crellen & Randy Fuchs" grew up playing various games across all sorts of genres like Magic The Gathering and Pokemon. We decided it was time to see a new type of game out there, With countless "House Rules" and alterations plus replay-ability, a game that would be as versatile as a standard deck of playing cards.

We sat down one day with a deck of cards and tried to come up with something a bit different. We used pen and marker on the cards as we started to form Rocket Dogs. 

We then took it a step further and printed a bunch of google images and glued them on the cards to add some comedy to the game. 

What we found was a game we were already growing fond of. So we decided to take it to our closest friends for a real match... This would be our Alpha test. 

The game was such a big hit from avid card game players that we wanted to actually bring this game to life. 

We thought to ourselves why cant we try Kickstarter? So we decided to launch a campaign to see just how far we can take this game. 

We looked to hire a professional Illustrator and we stumbled across Alexander T. Lee as he just nailed our vision. So we signed a deal with Alex and moved our game into Beta testing with some locals. 

Again the game was a big hit. We ended up fine tuning the mechanics along the way so the game would not be broken since some of our Alpha & Beta testers really tried to break it. 

What we discovered was astonishing! People were playing with such an array of strategies that we knew we were on to something big. This game blew up instantly with everyone we played with. 

We already have several expansions in mind as well as a second and third set which would add even more strategy.

We want to bring back the wholesome board game night for families while taking it a step further for hardcore players as well.

Thank you everyone that played with us and for your continued support over this last year! 

Sincerely, 

Dennis & Randy

Risks and challenges

If you are reading this, then you are seriously considering our project. Thank you! We are very confident that we will deliver you an incredible experience. The game will be ready to go to pre-production by April 1st and from there, we will be able to hit our August fulfillment date.

Regarding manufacturing, we will likely be ordering from Cartamundi USA from Dallas Texas depending on the quantity of orders.

Regarding fulfillment, shipping happens. We have not finalized a partnership with a fulfillment company, but we will prioritize the following in our selection process:
1. High level of customer service regarding communication and issue resolution
2. Accountability for timelines
3. Quality of shipment (picking accuracy and package safety)
4. Balance of speed/affordability
5. Customs Friendly (US, CA, UK, EU, AU)

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