A werewolf-type micro game with no moderator and no elimination for 7-10 players... PAY WHAT YOU WANT...
Game Design: Michael Mindes
Artwork: Rob Lundy
Like Werewolf, Templar Intrigue is a game of hidden information, partial information, deduction, deception, and accusations. Unlike Werewolf, Templar Intrigue does not require a moderator, has no player elimination, and plays VERY fast.
In Templar Intrigue there are two teams, those loyal to France (and thus the King) and those loyal to the Templars, which start with asymmetric information. And of course, you might not know who is on your team...
- @ $16,000 - We will upgrade the quality of the cards that these will be printed on. The current card stock to be used is good-high quality. The upgrade will be to the absolute best card stock my manufacturer offers.
- @ $25,000 - We will pay the great artist Rob Lundy to paint/color the cards. Don't worry though! I really like the brooding look of the black and white here. He will not paint these in bright pastel colors. It will still be dark and you might only barely notice that they are in color!
What Is Different And Interesting About Templar Intrigue? OR Why not just play Werewolf?
Templar Intrigue doesn't need a moderator, player elimination, or lengthy discussions. Templar Intrigue is played quickly over a series of hands with the first player(s) that win 3 times being the winners of the game.
Also, there is some information that is public and perfect information in addition to hidden information and information that is revealed over the course of the hand.
For example, everybody knows who the King of France is, because, well, he is the King of France! Additionally, all of the players know who is a Knight Templar and who is a Monk. But of course, not all of the Knights are loyal to the Templars...
Then, again, not all of the monks are loyal to Phillip...
Over the course of the game as directed by Phillip, each monks will look at the role of another player in the game. This is how more information is revealed and more discussion is sparked.
Did I mention Templar Intrigue plays quickly? And there is no waiting around for hours after being eliminated (no elimination) to discover the end result of the game?
What You Will Get:
Templar Intrigue will be printed to TMG's typical quality standards. You'll get:
- 10 role cards
- 1 Rulebook
- 1 Cardboard sleeve to hold it all together
This is not a print and play game.
France - Friday, 13 October 1307
Hundreds of Templars in France are simultaneously arrested by the loyal subjects of King Phillip IV. Phillip transferred the deeds of French lands to the Templars in exchange for cash, and spent the money on an extravagant lifestyle, efforts to place family members on other thrones in Europe, and a war with England.
Phillip wants to be rid of the Templar menace and recover his previously enormous wealth. Phillip was successful in breaking up the order of the Knight's Templar through arrests, torture, and executions. However, he never recovered any of the enormous wealth of the Templars, and that might change in your game...
Which brings us to the events leading up to Friday the 13th. When Phillip is trying to find the Temple Grandmaster and his Archivist (or accountant in modern terms).
How To Play
Templar Intrigue is played in a series of quick hands, after dealing out the cards you will go through a series of information reveals. Then you start playing, and that just means starting the discussion.
Trying to sway Phillip to believe what you want the King to believe...
After a certain amount of discussion and at the discretion of His Majesty King Phillip IV (good to be King), one monk will look at another player's card. Then more discussion and then another monk looks and reports back.
Once all of the monks have spied on another play and reported back, there will be some more discussion and once again at the discretion of His Majesty, 2 players will be identified.
If Phillip finds the Temple Grandmaster and the Archivist, then Phillip and those loyal to France (blue team) win the round. If not, then those loyal to the Templars (red team) win the round.
And you play until one person has won 3 times.
Why Pay What You Want?
At TMG, we REALLY love games and publishing games. Towards the end of 2012, we wanted to be able to provide fantastic micro games. Not just micro components and a micro footprint, but also a micro price.
It wasn't until about September of 2013 that we figured out a viable method for providing games like these at a quality level the fans of TMG have come to expect.
So, we have embraced a pay-what-you-want methodology with one modification, a minimum support level which covers our costs. At the suggested pledge level of $5, then we (TMG and the game designer) make a decent amount from your pledge.
Most of all, we want to be able to bring these great tiny games to you, your friends, and your family. If this project goes well, then we will be able to bring more like this to you in the future as well. So, please share this project with your friends.
Designed by Michael Mindes - Why Publish Your Own Design?
I, Michael Mindes (who started and owns TMG), am on the record consistently saying that I think that publishing my own game design would be a bad idea. The main reason always comes down to me potentially thinking that my game is better than it really is.
It has also been a way to keep me from designing games so that I can concentrate on the areas of running the business of TMG which I am best at.
Also, it is a factor of understanding my own limitations. For a long time, we almost exclusively published larger euro games. I know that I do not have the personal fortitude to go through the development process on a consistent basis and get a euro game to a state where I think it is a TMG publishable game.
Still, I have been working on development of our games since I started TMG in 2009. Also, I did a sizable amount of development work on Dungeon Roll. When it comes to smaller and more simple games, I think that it is possible for me to design games good enough to put the TMG logo on.
Still, I am wary of publishing my own game design. That is why I have played the game with several different groups and have found them to be liking the game. Without that feedback, this would not see the light of day.
Risks and challenges Learn about accountability on Kickstarter
I am pleased to be finally bringing to you a game that I in fact designed. As the game only has a handful of cards and the artwork is already complete the risks associated with this project are low.
To date, TMG (and me) have delivered numerous games throughout the world. Some that were funded on Kickstarter and some that were not, at this point in time, we know how to deliver the product.
The biggest risk is if you will like it.
CURRENTLY RUNNING PROJECTS (as of launch)...
Dungeon Roll Winter Promo is currently funding on Kickstarter and we expect to be able to deliver this small and simple project on time to backers. The risks here are low.
City Hall and Captains of Industry are both currently in the pre-press process and we expect to be able to deliver by our targeted time in the project of May 2014. After pre-press we will move onto manufacturing and once that is done it will go on a ship. Once the Ocean Freight arrives, it will be onto delivery.
Two of our previous projects recently finished on Kickstarter: Eminent Domain: Escalation and Belfort: The Expansion Expansion. Those are on their own timeline, but we felt that it would be important for you to know how the delivery of those is being handled.
Both Eminent Domain: Escalation and Belfort: The Expansion Expansion have completed the pre-press process, and are currently being manufactured. We expect that it will be in our warehouse in the next couple of weeks, and from there we will be delivering to our Kickstarter backers.
No. We wil be sending you a fully printed and finished game to play.
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