We will send a survey via our pledge manager 1 - 3 weeks after the campaign ended. You could add an order for the add-on in there.
Please note that we will add shipping fee for the add-ons (including all pledge with the add-on items). We will use pledge manager and send the survey 1 - 3 weeks after the campaign ended
For Megacorp Premium Item Collection, you will get megacorp music discography (4 songs) even though you didnt see it in the pledge level.
What if everyone you know, loved, and remembered are just complex simulations in a computer-generated universe? What if you began to see through the shroud that separates what you think is your life from what is real? What if you wake up from this simulation, only to wonder if you are in another?
Simulation Theory is a Boardgame for 1 to 6 players which combines elements of an escape room and a dungeon delve. The game has 3 major modes for different audiences from casual (17 minutes playtime) to hardcore (2+ hours). Simulation Theory is played with a combination of standees, cards, boards, and Dice. The dice are mainly used for tiebreakers.
Simulation Theory was created by Mark G. Koh (Megacorp), Shawn Siow, and an international team. For the full credits, see team credits below. We put together this Kickstarter campaign because we cannot build this without you.
The base game will include 3 realities, each with 5 unique characters. The 6th character per reality will be available as a stretch goal. Each of these characters has their own strengths and weakness plus a unique backstory which has a real impact in the Ultimate mode (rules and game components will update soon)
Several ways to play
- Casual mode: Easy to learn and teach, only 15 - 30 mins to play
- Challenge mode: Additional depth for experienced players, try out a special Scenario
- Competitive mode: Much more deterministic mode of the game, with fixed treasures and it relies much more on the skill of the players than a lucky topdeck or discovery
Ultimate Mode (Stretch goal): A different way to play with branching quests for each character and deterministic gameplay. Directly integrates the story and history of the different Realities together with the gameplay
Congratulations! You guys made it to unlocked "Ultimate mode - Stretch goal". In Ultimate Mode, players need to complete various quests, unique to each Character, to gain treasure and Ascend to the next Reality. Each turn, players also discover part of the story of Simulation Theory and can choose to take different actions towards one of four unique outcomes per Character.
This mode will take a much longer amount of time to play than the casual or challenge mode – we estimate around 2 hours for a full game with players that are familiar with the other modes of Simulation Theory
Stretch Goal Unlocked : Ultimate Mode
This mode rules assume players are already familiar with the Challenge Mode and Comepetitive Mode rules an the basics of Simulation Theory are assumed here.
- Choose one reality. Take it's challenge deck. Find and remove the boos card, shuffle the challenge deck. Place the boss card at the center (3,3) position on the 5x5 board and fill out all the other spaces with the challenge cards face-up on the board from top to bottom, starting left to right.
- Shuffle both of coordinate decks (column and row)
- Take the top card of each coordinate deck - showing a pair of coordinates - row and column.
- Randomize the purple generic tokens face down. Take a purple generic token and place it face down (without looking at it) on that position, on top of the card occupying the card at those coordinates. Do this eight times.
- Each player chooses a character from the present reality.
- Setup each player with their story tracker card on the left hand side of their character card. place the life token on "2" position and the book token on the "1" story node position for each character
FIRST TURN POSITIONS
During the first turn of ultimate mode, players each take their standee and choose a challenge card which is not surrounded by 4 cards orthogonically (e.g.: has a card above, below, left and right of it) - this is that player's STARTING POSITION. Each player's standee must be at least 2 spaces (horizontally or vertically) away from the next player. Two standees can be diagonally next to each other. All players must agree on their positions before the game commences. Players cannot choose a starting position with a token or standee on it.
There are three parts in each turn, a planning phase, an action phase and a quest phase.
During the planning phase, all players act simultaneously. Each player chooses which action to perform in this phase:
Move the character standee into an adjacent space by specifying coordinates with the dice. The space chosen must be horizontally or vertically next to the standee. A move cannot be made into a diagonal space. Do this by placing the two dice on one of the characters traits on the board (the first to represent a row number and the second to represent a column number.) The character must have an equal or higher trait value to the challenge card in order to move onto it, otherwise they will lose one health. Can move onto challenge cards with a token or another standee (e.g.: another player) on it, if they do
-REST [recover life]
If a player has 0 life, this is the only action they may perform The player gains 1 life and may not perform any other actions this turn. To perform a heal action. The player places his dice onto a trait of his choice but with the numbers 6/1
The action phase happens after all players are ready and reveal their dice placements. Each player who chose to move, moves their standees now. Then each player that chose the heal action, increases their health by one position. If their standee was lying down (0 health), they now place them upright.
A character that lands on a challenge card with another player/character on it triggers an attack. If a character standee moves into a space with a token on it, this triggers an interaction. Interacting with a PURPLE generic token triggers a story event for that player in the QUEST PHASE -UNLOCK CHARACTER QUEST -
-UNLOCK CHARACTER QUEST
Character Quests can be unlocked when a player moves onto a card which is any one part of a 1-3 card pattern matching a quest unlock pattern that that player has. The player must declare it when it happens when they resolve during the QUEST PHASE
QUEST PHASE During the quest phase players resolve the story items that are triggered due to the course of their actions.
For PURPLE TOKENS - these tokens are turned number side up. The player then refers to the ultimate mode manual pdf and will look to "Encounter Events" section of that reality and do the actions on encounter events.
For CHARACTER QUESTS: these are the quests that are unlocked and are often narratives from a character's memories/past.
INJURY AND DEATH IN ULTIMATE MODE
Taking damage: Characters are dealt damage as a consequence of story events or combat. Whenever a character is dealt damage, move their health that number of positions equal the damage to the left of their life track
ASCENSION IN ULTIMATE MODE
Ascending from the present reality in ultimate mode is the objective of each session. A player that successfully completes any combination of 7 character quests and events will asend. Failing this, the player that enters the 3/3 position after the final boss of the reality is defeated OR if the final event runs out of time (in ACT 4) will ascend.
THE END OF THE GAME
Each session of ultimate mode is set in one reality. The players play until one player Ascends and then the session is finished and scores are taken.
SCORING IN ULTIMATE MODE At the end end of each session, each player counts the the following as their score
1. ascension tokens - the player that ascends receives the gold ascension token and has 20 VP
2. treasure - the face value of each treasure card collected counts as VP
3. Quests - each quest card has a VP value
4. EVENTS -each major events card has a VP value
5. HEALTH - every point of health a player has at the end of the session converts to 1VP
6. Trait tokens - take the total number of positive trait tokens minus the number of negative trait tokens a character has, this converts to VP
Each player should record down their scores for an ultimate mode session. The scores should be cumulative into the next session. Until all available realities are completed, the final winner is the player with the highest total score of all sessions
Basic Gameplay: Casual Mode
This describes fundamental core mechanics only: the game has much more to offer in two other modes
Planning Phase: Secretly select which card to hit, and which trait to use
Everyone simultaneously reveals their plan
Action Phase: Compare your stats to the card
- Miss - Leave the card face up for later
- Win - Gain a treasure!
- Lose - Skip the next turn, or discard a treasure
Plan well and you could encounter rival players in the same location to help or hinder.
Ascend through the three Realities
Defeat the boss or find the Exit and wake up in a new Reality. Gain a new Character to face new challenges, or return to your previous Reality with Godlike power.
Gain a new character
Fill board with new reality challenge cards
The game ends after someone ascends from the third Reality
Advanced gameplay : Competitive mode
Note: The game pieces in both the print and play and the tabletop simulator only have rudimentary art instead of the illustrations used for the final production version.
Explore three different realities. Which one is real? Who knows
Legend has it that millennia ago, a star fell from the heavens crashed into the world of Gaeus. It is said that this stone is imbued with such vast power that anyone that touches the stone would perish. Other stories claim that instead of dying from its touch, someone worthy would be able to wield its Godlike power. The stone was thought to be lost but has been rediscovered when a mighty quake cracked the earth asunder, revealing the ancient temple that was built around it. As it is, the primacy of the 8 God Kings is threatened by a warlord immune to their magic, who is also amassing a tremendous horde. Heroes have experienced fevered dreams, brought about by the stone calling to them.
You are one such stoneseeker. You awake disoriented, having lived some other life in a place where magic does not exist and the God-kings do not rule.
The land of Teres, where the stone fell, is now a hotbed of political intrigue, with adventurers and royals alike gambling their lives on reaching the stone first. And through it all, a horrid otherworldly blight twists all life it touches as it spreads unchecked. Will the stone grant you the power to fulfill your wishes?
You awake, wearing a prison jumpsuit and strapped to a Virtual Reality machine. You are deep in the bowels of a black site that officially does not exist; Level 44.
The prison is the infamous Simbulan Penitentiary, located in the city of San Miguel. The prison is privately owned and staffed by sadistic ex-criminal guards and robotic EXA units.
But you are not in any normal cell. The machine you were connected to moments ago should induce Virtual Enhanced Interrogation. The technology is so advanced that the life you just experienced feels more real than the shithole you are now trapped in. None of this is even remotely legal, even by the corrupt standards of San Miguel.
Suddenly the locks on your cell open as a prison riot rages throughout the facility. The supermax inmates have spilled over into the black site, taking over section by section in a murderous rage. Is it too late to escape? Is it too late for answers?
After the near-apocalyptic singularity event on Earth, the newly risen AI's left behind a seemingly benevolent member of their kind, GENECIA. Her intervention veered humanity away from the brink of extinction, by providing them the gift of viable long-distance space travel. A part of that gift is the designs of the Genisis Ark. Like millions of others, you are on one such Ark. Yours is headed toward P4-11, a habitable planet.
You awake in a cryo-pod as one of the privileged few who went on this journey to a new home with their entire body intact. Less important colonists only had their brains transported, awaiting their bodies to be reconstructed when the new world is settled.
The Ark has virtual reality programs to keep the minds of those in stasis active. Your VR sim was strange, almost entirely too real. That, and you were woken too soon. Alarms are blaring, the life support system seems to have been damaged. The ship's AI is mysteriously absent. Where is the captain? Can you save the mission? Can you save yourself?
Designer note: We didn't just 'tack on some lore' for our game - we take storytelling very seriously. The story behind each reality in Simulation Theory is part of the MEGACORP UNIVERSE
- Tremendous value for just USD 35+
- Under-explored theme (simulation hypothesis)
- Multiple game modes and high replay value.
- Friendly shipping worldwide through our existing Distribution partners*
- A lot of art - each game piece has unique artwork (not shown in demo playthrough videos)
- Deep, compelling lore
- High-quality components as with our previous games (watch this)
- It helps the young ecosystem of tabletop games in Southeast Asia
For first time players and for casual groups with non-gamers, Simulation Theory's casual mode is easy to learn and can be a hit at parties (Yes, we even did demos in public AT parties). Learn the basics here.
This is a simple 1v1 playthrough in casual mode in a hotel room
Remember that all our playthrough videos use rudimentary placeholder art. Please do not judge the components by what you see here. The standees and the main board components are not shown.
The purpose of these videos is to demonstrate the core mechanics and craftsmanship of STG's game design. The two other game modes (challenge/adventure) build on the knowledge from playing casual mode at least once.
Challenge mode utilizes the basic rule framework of the game to deliver almost infinite replayability with Challenge scenarios (you can try the ones below with the print and play!). Believe us, it is almost like designing an entirely new game each time.
"Arkfall" - 4 Players - Stone Reality Scenario
"Decontamination Protocol" - 3 players - Prison Reality Scenario
Competitive mode is a much more deterministic mode of the game, with fixed treasures and it relies much more on the skill of the players than a lucky topdeck or discovery. The challenge cards are dealt face up in a 5x5 grid, with the boss card at its center. Ascensions move the boss.
Playthrough video of Competitive mode in Singapore
What Others Says About Simulation Theory Game
IGN Post-launch (SEA)
IGN Pre-launch (SEA)
Games Hub (Malaysia)
Tantrum House - on 37:50 mark in the podcast (USA)
Game It (Spain)
Board Game Geek (USA)
Many thanks to Lytt Labs for manufacturing the official STG watch! Lytt Labs – DESIGNED IN PARIS, MADE BY MAVERICKS comes with Steel, Aluminum, and high-tech surface finishes. Powered by one of the most reliable automatic engines available. This is the perfect timepiece for STG players as they fight to ascend through the realities.
Some of our rewards feature clothing items: Specifically, T-shirts and the collector's edition hoodie. Other studios may have difficulty integrating this into their logistics, but not us. Alot of our team lives in Southeast asia, and two members of our core team are Indonesian.
We are working with the Casvarel Global Garment Factory who is both a supporter of fair trade and responsible employer.
We are finding more efficient ways to ship and these numbers include a buffer. This are the shipping fee rate for all pledge without add-on items :
See the journey of Simulation Theory (Pictures and videos) with this origin story album
Public relations: Bebop, Peter Justin Yu
Singapore: Duncan Foster, Ong Jie Lun, Shen Guanhao, Chia Seng Leng, Julian Lee, Shirley Ong, Vivian Moo, Vernon Chan
Taiwan: Nathan Vong, Joy i-lo Tai
Malaysia: Venus Chong, Jasqueen Khor
Indonesia: Callesa Setiawan, Samael Chandra Setiawan, Aminah Nuraini, Elbert Santosa, Martin, Joshua Michael,Jesslyn Susanto
Australia: Theo Pollard, Roger Middlemis
Casvarel Global Garment Factory
Model : Sherin Valerie, Souw Selly
Promotional Music Video "EXIT" credits
Music 'Exit: me'
Written by: Mark G. Koh, Cedric Chew, Samuel Lim
Performed by Deapath, featuring Michelle Glazov
Backing Vocals: Jasmine Isa Butterworth
Crew Director: Kaneda Cruz
First Assistant Director: Edwin Cutts
Second Assistant Director: Morgan Blasgund
Director of Photography: Chris Nixon
SG unit Videographer: Mark G. Koh
Post Production: Viral Creative, Dehann Ballesteros
Makeup: Kitten Scratch Makeup
Protagonist: Michelle Glazov, Serial Killer/Assassin: Spencer Melendez, Fraser Crime boss: James Taylor, Super Soldier: Megan Sutton, Pilot: Catherine Eaton, Warlord: Sasha VandenBerg, Paladin: Mark Shaw, Demoness: Tamlin Fisher ,Prince: Alex Fahlesson, Corp Bodyguard: David O’Neil, Dying Coms Officer: Nathan Messenger
Risks and challenges
The boards, standees and the box itself will be the components that will require some coordination with our manufacturers, but cards, and the cardboard tokens should be straight forward to make. The campaign will alter the contents of the box (and the box itself) via the stretch goals.
Our team has previously delivered the Megacorp TCG complete with display packaging, circle seal and booster/starter wrappers using world-class factories who also print several of the top TCGs in the world. A TCG is far more involving in terms of production and logistics than a traditional board game and we are confident that you will be escaping your reality sooner than you expect. Our previous campaign was shipped almost immediately after the end of the campaign.
Our playmats are industry standard high quality rubberized fit for TCG play. If you have bought or won a Megacorp TCG (tm) playmat from us before you would know how good they are. These will be shipped separately, possibility even ahead of the game itself as we have the infrastructure for efficiently producing them in place.
We are working directly with a fair trade apparel partner in Indonesia for clothing rewards which is an advantage for our region as there are no middlemen or communication barriers.
We have current, active distribution for our existing games for all major markets such as Europe, America, Australia (Oceania) and our home region of southeast Asia. Our plan to deliver simulation theory will be through these channels to reduce the risk of delivery issues by having it handled professionally through people we know and trust. Worldwide, hassle-free delivery.Learn about accountability on Kickstarter
- (39 days)