Featured Fulfillment by Game Salute
Officially Acknowledged by The Wargamer
Junk is a card and dice game for 2-4 players that takes 45-90 minutes to play: instead of building civilization like you might be used to in the genre, in Junk you are REbuilding using the junk from the world before. The players are leaders of a tribe that has survived an apocalypse and scavenge the wasteland for junk. These junk cards are drawn, traded, or stolen from other players to combine into pre-collapse technologies. The first tribe to restore civilization by achieving all 5 of these: the wonders of Sanitation, Preservation, Constitution, Radio, and Power Generation, wins. How will you choose to survive? By nurturing the wasteland ecology and harvesting its resources, founding a warrior culture to take what others have, restoring culture and quality of life, studying the science of what came before, or learning how it all fit together?
PIECES OF JUNK
The game will include*:
- Wasteland Deck (1 deck of 100 cards)
- Tech Deck (1 deck of 26 cards)
- Tribe Deck (1 deck of 15 cards)
- Unit Deck (1 deck of 12 cards)
- Junk Deck (1 deck of 60 cards)
- Combat Reference Mat (Deluxe Edition)
- Tech Reference Mat (Deluxe Edition)
- Player Reference Mats (4) (Deluxe Edition)
*This is the current playable version but is subject to change after final testing etc.
The game starts with each player building their tribe and knowledge specialities, settling their starting lands, and taking stock of their limited food, fuel, and ammo reserves.
Junk also has an important "roleplaying" element that is somewhat rare to the card game space: players also choose the type of knowledge their people preserved from the world before among 5 categories: scientific (SCI), militaristic (MIL), ecological (ECO), mechanical (MEC), and cultural (CUL). A tribe's level of knowledge can affect anything from their tribe's combat skills, the number of lands it can settle, to knowing what to do with an old history book one of its scavengers finds in the wasteland.
Throughout every turn, players interact with each game deck, their tribal knowledge scores affecting how everything plays out.
Each turn is played out in phases...
During the Draw phase a player can draw multiple Wasteland or Junk cards depending on which units they've sent out into the Wasteland.
The wasteland is a dangerous place, and exploring there triggers you to draw Chaoscards, good and bad, that can bring marauders, mutants, disease, or old pre-collapse resource stockpiles. But it is also where you must go to settle new lands and find resources: Food, Ammo, and Fuel are all in short supply but you will need all of them survive.
Players can also trade with other tribes to match the junk combinations needed to combine into 1 of the 5 civilization technologies (Preservation, Constitution, Sanitation, Radio, Power Generation), you need to win.
Completing each of the technologies also gives your tribe a different bonus that can carry you to victory. But remember the rules of the wasteland: anything that can be had can be taken away - so players should defend their lands accordingly.
I've put hundreds of hours into the design and testing of Junk. The game was born from a lifelong love of post-apocalypse gaming/fiction, civilization building games, and wanting to bring a synthesis of those worlds into a highly playable card game experience. Immersion and interesting choices are the foundation of every game design I complete and Junk is no different. In order to bring the best possible version of Junk to the world, I need your help and funding to finish the game.
Gameplay is just about ready to go (depending on how this Kickstarter goes I'd love to add more without unbalancing the core game). However, I have placeholder design and artwork in my prototype so some of the funding would be used to give the world of Junk the professional visual touch it deserves. There is a rich tradition of post-apocalypse art and world-building out there, opening a huge set of possibilities to tap into with the theme of game, but I need funding to do this. The rest of the funding would be used to print and publish the game.
KICKING IT FORWARD
I'm humbled and deeply appreciative of the overwhelmingly positive feedback I've received on Junk since project launch. I want other designers to feel that way too so I will most definitely be kicking whatever I can forward to other projects!
The exclusive backer t-shirt is included at the Cloaker reward level ($75) and up
If Junk meets its stretch funding goals, it can only get better: additional art/sound/lore would be added, the quality of graphic design would get a boost, the expansion pack would be released... and if a miracle happens we could fund enough to complete my next game, to which you'd all be receiving exclusive content.
My goal is to turn Junk into a card game that fans of post-apocalypse the world over can enjoy. By contributing anything, you're making that happen and I sincerely appreciate it!
STRETCH GOAL #1: $6,000
ENHANCED EDITION: I created a whole lot more backstory with defined characters, concept art, and a "soundtrack" to the game (one track is included in $5 reward level and up), but ended up designing the game mechanics without them, so I archived it. If we hit this stretch goal I'd love to take the time to put this lore back into the world of Junk and include it in the game that's delivered from this Kickstarter.
STRETCH GOAL #2: $7,500
I've always wanted to employ the services of some of the very talented graphic designers I know in the game industry - but their talent comes at a cost. If we hit this stretch goal, I would use the extra money to give Junk the design flair I feel it deserves and ship that higher quality version as the Kickstarter version of Junk.
STRETCH GOAL #3: $10,000
I have a lot of content that was cut from the core game to make it affordable to print/publish but I've always been somewhat sad about there not being just piles and piles of Junk in the game. I mean, tons of stuff to sift through and combine into interesting Tech. While I plan on releasing these cards as an expansion regardless, hitting this funding goal will make that happen as part of the Kickstarter version - meaning that any reward level already receiving the core game will also receive the expansion pack. The reward levels that are already receiving the expansion will receive Kickstarter-only exclusive cards to add to their Junk and Tech decks - don't worry it won't imbalance the game - just make your draws slightly more interesting...
STRETCH GOAL #4: $15,000
If we hit this goal then backers are already receiving the enhanced edition, with a professional design touch, AND the expansion pack, so these funds would be used to complete my NEXT game, tentatively named "Paradise", a sort-of satire of the current world order unnamed as of yet - but I promise you it's fun. Anyone who backs the Kickstarter, if we hit this stretch goal will be given an exclusive preview of "Paradise", and the opportunity to give design feedback in its testing phases.
But since that game would likely be released sometime next year, for a more immediate reward at this ultimate stretch goal, I would craft a short story set in the world of Junk to share with all the backers.
To give you an idea of what the world of Junk is about I've included descriptions of the knowledge areas that your tribe can specialize in - offering a unique sort of roleplaying that I wish card games did more of. Because each area of knowledge interacts with the cards drawn in different ways, your game experience in Junk has a lot of quality roleplay and replay value, both core design goals of mine.
Scientific (SCI): The influence of the scientific process and rational thought on your tribe. A high SCI score means your tribe is always evolving and improving its understanding of the wasteland while a low SCI score means that traditional or existing knowledge trumps experimentation. This characteristic determines the number of tech card drawn during the draw phase and affects the outcome of certain Wasteland cards (chemicals, sanitation, alternative energy sources.)
Militaristic (MIL): The influence of martial science, order, and discipline on your tribe. A high MIL score means your tribe is similar in structure to ancient Sparta with the importance of combat in daily life, while a low MIL score might mean your tribe seeks to resolve conflict through other means or is pacifist. This characteristic affects the outcome of unit combat, confers combat bonuses, and enhances the use of certain weapons gained through Wasteland cards.
Cultural (CUL): The influence of classical political and philosophical thought on your tribe, representing education, tolerance and innovation. A high CUL score makes your tribe a balanced and good place to live in while a low CUL score means that quality of life in your tribe is defined by little more than just surviving. Your tribe's culture can also allow your tribe to naturally expand and claim the lands of less cultured tribes through the use of certain Wasteland cards.
Ecological (ECO): The importance the tribe places on agriculture and its associated sciences that affect the health of the people and environment. A tribe with a high ECO score recycles and conserves, maximizing output but remaining in balance with the twisted natural world of the wasteland while a low ECO score lacks environmental understanding and wantonly wastes or pollutes. This characteristic affects the growth of your tribe and the amount of food and water resources required to maintain or expand it.
Mechanical (MEC): The depth of mechanical knowledge across all disciplines that has survived in your tribe. A high MEC score represents a tinkering and tweaking tribe that chooses to craft their way out of problems, while a low MEC score means your tribe may be stuck using sticks and stones if they cannot learn how to fashion a crossbow out of an old piano. This characteristic mainly boosts your tribe’s defensive capabilities and Warrior and Scavenger movement but also allows the use of certain Tech cards and Wasteland items.
Above is a sample of the audio soundtrack digitally delivered with each copy of the game and given standalone at the $5 reward level. Junk is not an audio-based game of course - the music is for immersion only and totally optional.
- (30 days)