The selfishness of humankind has turned the planet into a giant junkyard. Fight to Survive!
In Junktech: Duel players must use their reflexes, perceptiveness, strategic thinking as well as their character’s unique abilities to win. By combining all of these elements we have created an innovative mechanic that allows the card game to simulate real combat. Junktech: Duel is a game of simple rules, high replayability and frantic combinations in every turn. Manage your cards and resources wisely!
Junktech: Duel is played over a course of, one or more, rounds. During the game, make use of your deck, Action Tokens, reflexes and perceptiveness. Between rounds, you manage your resources: Aid Cards (tools, improvements, healing) and Experience Points to develop your character as well as acquire new skills and equipment. To win the game you will need to reduce the other player’s character Hit points (represented by tokens) to zero. Hit them hard and avoid being hit.
Once your character is ready, the duel can begin. The deck you hold in your hand encompasses both Special Actions and Special Attacks. Although the game is based around the “real” time mechanics for Action Tokens and certain Cards, don’t be afraid to use your resources as 90% of the cards give you plenty of time (infinite!) to place them on the table. To play a “reflex” card you must meet the requirements printed on that card.
When you are ready to fight, place an Action Token with an action of your choice behind the Character Card (which will from that point on act as a screen).
On 3, 2, 1, Go! (or Ready! signal), both players reveal their Action Tokens by moving the Character Cards aside.
This is variation about “rock-paper-scissors”. Switching token can help you change your strategy quickly. Just like a real fight, you know what you want to do but you have no clue as to what your opponent has in mind. Once your action is revealed, the other player can switch his token to block or avoid your action and vice versa. Example:
Now it’s time to make some COMBOS! You can switch your token BEFORE any card lands on the table. You know your deck, special actions and all special attacks in your hand. Use them to your advantage!
Run! Yes, you can run. If you feel as if the next round will end poorly, use the “run” action from you Action Tokens. Most of the time, this action will be successful. By running away, you can grab a Junkyard card. The topmost card is always visible – but beware! Taking that card reveals the next, which your opponent can easily snatch as you retreat.
Melee weapons, Makeshift shields, First Aid kits, old-school military drugs, armor melting acid and rocket boots! There is a lot of useful junk lying around. These cards can boost your combos if used at the right time!
Gain Experience! With every successful Token action you gain 1 Experience Point at the end of the round. If you use “token switch” and thwart your enemy’s action, you gain 2 Experience Points. Use the Experience Points to regain Action Tokens (regeneration) or invest in Experience Cards (new attacks, defensive abilities, tools).
Where am I? I’m fighting… somewhere… Right? There are 7 Location Cards in the game. During the first round you fight on neutral terrain. The player who wins the previous round can then place one of their Location Cards on the table. The locations include certain modifiers, which can work in your favour. Each player receives 3 Location Cards before the battle begins.
End of round / game
Each round ends when both players have concluded their actions – the number of actions is limited by the available cards and tokens. Some rounds may be just the Action Tokens, but other rounds might see players build impressive combos of tokens and cards (you can use a maximum of 5 cards in 1 round). At the end of the round, both players calculate the effects of the actions they have played and update their Hit Points and/or gain Experience Points.
The game ends when one of the Hunters has zero Hit Points. If both players in the same round have lost their last Hit Points, they both lose and eliminate each other.
By spending Experience Points players can gain new abilities and actions for their character. This part of the game is based on the “push your luck” mechanic. i.e. If you pay 1 XP, you can take 1 card from the top of the defensive or offensive deck. By paying more experience, say 4 XP, you can take the top 4 cards and choose the one you like most. Keep in mind that no matter how much XP you pay, you can only take one card!
* - not including Antarctica, North Korea, Greenland.
We are publishing company from Poland established in 2016 by Jarosław Biliński. Games we are making are our own original ideas. We are players with passion for games of any kind and we love what we are doing. To this date we have produced and delivered 3 projects funded by our backers. And there are many more prototypes which we would love to show you! Junktech: Duel is original design by Jarosław Biliński with illustration created by Radosław Jaszczuk.
You can find us using this links:
We would like to thank all of those who have helped us with this campaign by sharing their knowledge, time and advice. Also a BIG thanks to our testers without whom this game wouldn't be what it is now! Special thanks to:
Risks and challenges
As a publishing company with 3 years in business we know what we are doing. This game is almost ready for production and we aim to produce 100 copies of the game. We need to finish translations for the cards and rulebook and send it to a native speaker to check it. There are always risks related to production process but with all responsibility we can say our experience allows us to control the process. So far we delivered 3 games (our own projects) to players and they were delivered in good quality and on time. If you have questions you can ask them in this campaign in comment section or direct them to us via e-mail imaginerealmstudio(at)gmail.com or use phone number +48 734 464 952 (be sure to note we are working at CET time from 8 AM to 3 PM).Learn about accountability on Kickstarter
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