Tymor: Fantasy Strategy with Euro Game Finesse (Canceled)
Fast-paced and intuitive tabletop strategy board game for 2-4 players: resource management, worker placement, empire building and more.
***STRETCH GOAL UPDATE***
Custom dice are *no longer a stretch goal* because they will be automatically included in each copy of Tymor if the game is funded!
Here's a sample of the artwork for the custom dice:
The Season Die will have the following faces: 4x clockwise season movement, 1x counterclockwise season movement, and 1x standstill.
Each Defense Die will have two blank faces, three basic "hit" faces represented by the Tymor symbol, and one wintertime "hit" face represented by the snowflake symbol.
Each Attack Die will have three blank faces, two basic "hit" faces represented by the Tymor symbol, and one summertime "hit" face represented by the sunburst symbol.
One excellent feature of the new dice is that players no longer need to consult a separate legend to determine each die's meaning. The Season Die now clearly indicates the Season Counter's movement, and the Attack and Defense Dice no longer require the use of a separate attack and defense targets card!
Finally, here's a video preview of the cooperative variant rules:
Thanks again for your interest and support, and please keep spreading the word!
* * * * *
On the edge of a vast wilderness, you lead a village struggling to recover from an ancient calamity that unhinged the natural rhythm of the seasons. To bring prosperity to your people, you must dispatch your merchants, priests and soldiers to find riches, settle new lands and defend your nascent realm from certain unsavory elements (namely, your similarly-situated rivals).
Tymor is a strategy game for 2-4 players that takes about 45 to 90 minutes to play through. It's designed to please new and experienced gamers alike. Play starts at a fairly casual pace - allowing new players to familiarize themselves with the rules - and then escalates dramatically towards the end of the game.
In designing Tymor, I wanted to create an experience that isn't only about worker placement, or kingdom building, or simply throwing armies at your opponents, but rather a game that could be played and won in ways that reflect the individual style of each player. To that end, there are three ways to score Victory Points in Tymor, with each unit - merchant, priest and soldier - "in charge" of a different kind of Victory Point.
Probably the most innovative aspect of Tymor is its overarching seasons mechanic, which governs not only the productivity of your lands, but also your odds of success in battle. Fall is plentiful, and winter is quite lean. Grow too slowly, and your opponents will be first to claim all the best lands. Grow too quickly, and a long winter might deplete your resources and wipe out your loyal subjects.
We also commissioned the Dice Tower's Dan King to produce a preview video for Tymor. Check it out below!
What people are saying:
"Lots of games claim to give you multiple ways to win, but Tymor actually delivers on that promise without overwhelming the players. I got the chance to play this at the Boston Festival of Indie Games and I was really impressed with the quality and depth of the design, from the illustrations and layout to the intriguing seasons mechanics and balance between merchants, priests, and soldiers." - Mark Diaz Truman, Systems Lead, Firefly RPG
"Some of the best portraits I've seen in a board game." - Daniel Solis, pretty famous game design dude
"Tymor is a lot of fun to play. It is that rare game that I am always on the lookout for - great theme, euro mechanisms, with a healthy dose of dice. I really like how there are 3 different score tracks that focus on the 3 different types of units. It makes the overall structure and goal of the game very easy to grasp. A game with similar weight and complexity without this simple differentiation/structure could easily be seen as overly complex for some people - I think the designer has done a great job in this respect." - Jim Flemming, boardgamereviewsbyjosh.com
"Tried this at Boston FIG. Great game! Think of a conceptual cross between Settlers of Catan and Risk, but simplified production and less of Risk's army problems. I loved the 'changing seasons' mechanic, and having VPs dependent less on board state and more on the achievements was a nice touch. Looking forward to seeing more!" - nadacro, BFIG attendee and BGG poster
Each box of Tymor contains the following:
- 92 detailed plastic miniatures in four colors
- 36 Tymor cards
- 16 interlocking terrain hexes in four varieties
- 16 player counters
- 13 six-sided dice
- 24 five-gold tokens
- 40 one-gold tokens
- 32 penalty tokens
- 4 quick-reference cards
- 1 season counter
- 1 Tymor board
- 1 rulebook
Tymor combines the best aspects of resource management, kingdom building and direct player conflict into a single, cohesive experience. Its interlocking, modular map means it's super replayable, and even better, the hexes won't slip around all over the place!
The game's overarching mechanic is the season track. Each kind of terrain - mountain, swamp, plains and forest - produces a different amount of gold in each of four seasons. Players will use that gold to train up new units, build and upgrade their settlements, remove rival merchants from play and purchase Tymor cards, special cards that bend the rules of the game in useful ways.
The first step is to set up the map. First-time players should use the Beginner map setup, which varies depending on the number of players.
Advanced players start the game by placing terrain tiles, one at a time, until the map is complete.
At the beginning of each round, a player will roll the season die to determine which way the season counter will move. Usually, the season will progress normally. But sometimes, it'll move backwards, or not at all.
Once the season is set for the round, players take the corresponding income from the hexes they've settled. Fall is bountiful and winter is lean. Players then pay upkeep for their units - one gold for each. If a player doesn't have enough gold to pay for each of that player's units, that player must make up the difference by removing units from the map.
The object of the game is simple: Gain the most victory points, and the fewest penalty tokens, by the end of the game. Victory points can be won in three different ways, and each kind of victory point is associated with one of the three units of the game.
The merchant is in charge of earning trade points. The merchant moves freely across the map, into friendly and rival settlements alike, and earns gold in other players' settlements during the income phase. Each time one of your merchants does that, you earn trade points. A merchant can only be removed from play if a rival player pays to "retire" that merchant.
The priest is the architect of your realm, and earns empire points. Each time a priest builds or upgrades a settlement, you earn empire points.
The most basic settlement is the homestead, which allows players to earn gold from the hex it's on. A priest may then upgrade a homestead to a village, which also earns gold, can train one unit per turn, and has some basic defensive ability. The most advanced settlement is the castle, which can train up to two units per turn and has enhanced defense.
The soldier is the defender of your realm, and earns valor points whenever you prevail in battle.
Tymor cards come in three varieties - Trade, Empire and Valor - and bend the rules of the game to assist each player in earning the corresponding type of victory point. They might allow soldiers to build and upgrade like priests, or let merchants defend like a soldier, or grant discounts on settlement upgrades.
Tymor will ship free to the US, Canada, the UK, and Germany. Backers in other countries must add the shipping amounts below to their pledges.
Risks and challenges
With your help and a little luck, this will be my second successful Kickstarter project related to Tymor: the first project, which launched in the spring of 2013, raised approximately $7,500 to fund all of the artwork and several fully playable, handmade prototypes that I'm assembling myself. As of the launch of this project, several prototypes have been shipped to my backers, with the rest at different points in the fabrication process. I owe a tremendous debt of gratitude to my backers for their continued support and good will, without which, as hackneyed as it may sound, none of this would have been possible.
The first project has been an invaluable learning experience, one that's taught me the finer points of playtesting (more times than I can count), graphic design, dealing with suppliers, meeting customer expectations and developing realistic financial models.
I've narrowed my list of manufacturers to two reputable outfits - one wholly based in China, and another in the US with strong contractor relationships overseas. Both have connections with freight forwarders.
On the fulfillment side, I'll likely use a combination of Amazon Fulfillment and the in-house fulfillment services of one of my manufacturers. As discussed above, shipping and fulfillment are included in the cost of the game for the US, Canada, the UK and Germany.
The reward delivery timeframe reflects information provided by my suppliers. Delays are always a possibility when overseas logistics are involved. To that end, I promise to keep my updates to my backers frequent, honest and utterly transparent.Learn about accountability on Kickstarter
- (29 days)