German & Italian Versions and the Rogue
I am happy today that I can confirm that there will be German and Italian versions of Set a Watch available as part of this Kickstarter. We are working with Spieleschmiede and Giochix.it. They're each running their own crowdfunding preorder on their site and as long as they get enough interest will print the game in their respective language. If you're interested in the German or Italian version of the game, don't worry you don't need to do anything! You will be able to choose your preferred language in our Pledge Manager at the end of our Kickstarter campaign. We are still working on commitments for additional languages and will announce any others available as they are confirmed.
Pictures are from a Prototype
I've noticed some comments from some keen observers about some errors in the game. Yes there are plenty of mistakes in our prototypes that came about in our mad dash to get them done for GenCon to get all of these nice reviews we have. Here are some of the many items that we already plan to change for the final version:
- d6 dice will all be rounded (like the orange ones) and change to numbers instead of pips (in black)
- d8 dice will have numbers in white for better contrast
- The camp board was originally flipped in the wrong direction and the factory did a quick rotation that caused the numbers in on the skulls to be oriented incorrectly
- The camp board will change from pips to numbers to match dice
- Check map should be 4+
- Rest tokens will not be yellow - likely black or midnight blue for better contrast with wood.
- Smallest fire token will be yellow, then orange and red. We're looking into making them thicker/chunkier as well.
- We're changing the Elf Ranger and Dwarf to The Ranger and The Warrior
- Elder Drake misprint with fire decrease symbol and text
- A slew of other card changes, rule changes, typos etc will be fixed before production
In the past, we've given backers access to production files to look over before we send everything to the printer. We plan on using the same transparency and process so everyone gets the best final product imaginable.
For some reason or another, September on Kickstarter is the culmination of a lot of hard work out of the Game Makers Guild of Philadelphia. I thought it would be fun to highlight the other great games coming out of our Philly board games scene:
First up, we have Matt Shoemaker. Matt's game, Bee Lives: We Will Only Know Summer, has regularly appeared at guild meetings this past year. It's a worker placement and resource management game for 1 to 4 players that we think you'll enjoy. You can check out the campaign here (it's already funded).
Next we have Heather O'Neill's co-op strategy puzzle game, Meeple Party. If you check out the campaign page, you may notice a quote from yours truly on the page. The game is all about throwing an epic party and each meeple represents a different personality type with different abilities. You'll need to work together to mingle guests around the party in order to take photos, handle surprises and avoid disasters! Meeple Party launched yesterday on Kickstarter.
The Rogue may be weak when it comes to direct melee attacks, but she makes up for it with her versatility. The Rogue can switch from direct damage, to revealing creatures, to boosting other allies depending on the situation. The Rogue is always prepared and her camp ability helps players get the abilities they need.
- Poison Blade: The next two direct attacks from the party deal +2 damage for each revealed creature.
- Throwing Daggers: Reveal a creature and increase one of your dice to its maximum value. Your direct attacks are Ranged this round.
- Backstab: Reveal two creatures and then instantly defeat one whose health is under your total die roll this round.
- Smoke Bomb: Choose a revealed creature and treat their printed text box as if it were blank.
Stay Dead (passive): Any creature that the Rogue defeats is permanently removed from the game.
The Rogue has always been a notoriously tricky character to play and has changed a lot since GenCon. She’s probably the character we’ve tweaked the most over the past few months. Why has she been so tricky to play? I think the fact that she has d6s and is melee makes her inherently trickier but a lot of her abilities focus on higher concept things as well. Stay Dead is super powerful but you have to stay committed to it and need to focus on removing the most powerful creatures from the game. The Rogue has great reveal effects that she can actually use together to create her own combos (Throwing Daggers into Backstab or perhaps Backstab into Poison Blade). We’re really happy with where the Rogue is now, but you may not want to choose her as your first melee character to play.