About

Primeval Clash is the first release from Nerd Palace Games. It is a fast-playing skirmish miniatures game set in a world where prehistoric creatures and historical cultures join together on the field of battle.  

Lead an army of some of the worlds greatest civilizations, side by side with some of the greatest creatures to ever walk the earth (or fly). A unique play system draws the focus away from the traditional approach of using dice to determine if you succeed, and instead determines what you succeed at. In this game you to allocate your rolls to actions of your choice. It is a subtle, but game-changing approach.  
 

Our goal for designing Primeval Clash is to present to you a game where decisions and resource management are what determines who wins a game, not who rolls better.   



Each starter set has everything you need for one player to begin building an army, and to start playing the game. The box will contain a rulebook, unassembled and unpainted miniatures, a token cutout card, six d6, and unit and rider attachment cards, and kickstarter exclusive model Roturk. 

Our miniatures fit into the 30mm Heroic category. This means that some of our dinosaurs are quite large - the allosaurus stands at 3.5in tall! 

The world was a single Pangaea filled with a multitude of dinosaurs, mammals and the beginnings of humans. The tectonic plates shifted and humanity formed on a multitude of large islands. One of the islands, Lindenia, was more technologically advanced than the others and colonized a few of the closer islands. They attempted to invade a magically superior island on the extent of their ships range. The island sank beneath the waves, destroying the invasion force. A hurricane of insurmountable strength, raged across the waterways of the world for a thousand years. 


    Ten years ago the storm stopped. 


   In the last decade a lot of cultures have developed ships to be able to explore what lays outside of their borders. Some look for resources, others for slaves, but most look for quintessence, the solidified magic that allows people to control dinosaurs.   


    This is the world of Primeval Clash. 

Roturk
Roturk

Ten years ago “the people”, who lived on the coast, watched the storms fade. Waya was a young man then. He was a hunter and a warrior. 

Three years ago invaders started landing and building settlements in the forest and plains of his homeland. Conflict between “The People” and the newcomers worsened. They came and took the essence of the earth, the nodes of magic that sustained the world. Despite their troubles, Waya married the love of his life, Inola. 

Two years ago four different invaders had a built camps within a days travel of his village. Food became scarce and the hunters had to range farther to get meat. 

Two months ago Waya and his brother, Wohali, went on a hunting expedition. Wohali was injured by a boar and Waya had to carry him back for burial. When Waya returned his village was destroyed and only charred memories remained. He buried his brother in the ashes of the only home that he had ever known, surrounded by the ruin of the only people he had ever loved. When he emerged from the ashes he was no longer Waya, the wolf; he was Roturk, the one who takes the spirits to the land of the dead. 

One day ago Roturk tracked down those who he thinks is responsible for the murder of his village. He looked through the woodlands and marked his prey. He swore three oaths that there would be no forgiveness, and no survivors.


Roturk is a mercenary unit that can join any faction in games of Primeval Clash.

The Akhotep Dynasty is a desert dwelling civilization that is well educated, proud, and deeply religious. When the storms stopped they spent years analyzing the changes in the world. There have been many increases in their knowledge of magic during that time, but they have been unable to determine the cause of the storm, or why it ended.   


    A few cultures have travelled to their sandy shores looking to trade. The two most prominent have been the Grande Empire of Lindenia and the Kingdoms of Farheim. In both cases trade was not enough, and conflict arose. The Dynasty has been protected by the defensive magic, channeled from their pantheon of gods and directly hindering the invaders. 


   The Akhotep Dynasty is a great faction for players who want a well rounded army that is good at magic, has strong special abilities, and focuses on keeping the enemy units off balance or debilitated.   



Flame Fin +1 for $10 to your pledge
Flame Fin +1 for $10 to your pledge
Sister of Vipers +1 for $10 to your pledge
Sister of Vipers +1 for $10 to your pledge
The mighty Horn Lord +1 for $15 to your pledge
The mighty Horn Lord +1 for $15 to your pledge

Ra's Judgment +1 for $15 to your pledge
Ra's Judgment +1 for $15 to your pledge
Talon of Horus +1 for $15 to your pledge
Talon of Horus +1 for $15 to your pledge

The Kingdoms of Farheim are the shattered remains of a great northern island. Within a month of the hurricane stopping, a thousand ships filled with the dead landed on their eastern shores. The dead disembarked and marched across the island slaughtering everything that they found. The longships that they had used for river and coastal travel became their only means of escape. The survivors settled a new island far in the frozen north and renamed themselves the Kingdoms of Farheim. 

The kingdoms are all underpopulated and to rebuild their society, they need more workers, warriors, and citizens. Their initial attempts at trading for population was not successful, so they have taken more direct methods. They Farheimers have a strong connection to magic, but in combat often rely on the brute strength of themselves and their megafauna.   


   The Kingdoms of Farheim are good choice for players who want to get in close and mix it up with aggressive attacks and overwhelming power. They are a well rounded and strong faction, but will often be outnumbered. 


High Priest on Slowbeast +1 for $15 to your pledge
High Priest on Slowbeast +1 for $15 to your pledge
Elder Swordcat+1 for $10 to your pledge
Elder Swordcat+1 for $10 to your pledge
War Horn+1 for $10 to your pledge
War Horn+1 for $10 to your pledge


Long Fang+1 for $10 to your pledge
Long Fang+1 for $10 to your pledge
Ice Claw+1 for $10 to your pledge
Ice Claw+1 for $10 to your pledge

The Grande Empire of Lindenia is a culture that comes from an agrarian area, filled with mostly herbivores. Due to not having any quintessence in their homeland, they learned to make do by training their dinosaurs and developing their science and technology. Over the thousand years of isolation they have made many advances beyond what other cultures can imagine, but at the cost of stripping every resource from their homeland. If the Empire wants to survive it has to gain access to new resources. 


   The Grande Empire of Lindenia is perfect for people who want to have long range units that are very tough, but not incredibly fast. They specialize in keeping the enemy at range, and dealing a lot of damage to multiple units at a time. 



HMS Dragoons+1 for $12 to your pledge
HMS Dragoons+1 for $12 to your pledge
Anklo-cannon+1 for $15 to your pledge
Anklo-cannon+1 for $15 to your pledge
Sniper on Stego+1 for $15 to your pledge
Sniper on Stego+1 for $15 to your pledge

Centro Thunder-gun+1 for $15 to your pledge
Centro Thunder-gun+1 for $15 to your pledge
Zino Harpooner+1 for $12 to your pledge
Zino Harpooner+1 for $12 to your pledge

The Quanah Sovereignty is a jungle dwelling culture that has maintained an excursionist stance after the storms ended. In the past year the slaving raids from Farheim and the Lindenian invasion have gone too far and the Emperor-child has declared that punishment must be carried out. The chieftains and shamans have taken up the call and every village across the island is mustering their beasts for war. To compensate against the strength and power of the invaders, they have been focusing on night attacks and raids. 


   The Quanah Sovereignty is a great faction for players who want an aggressive army that focuses on hit and run tactics. Their blood magic can give them impressive benefits, but at a very high cost. The Quanah are not as strong defensively as most of the other factions, so care must be given to not be caught in a prolonged conflict.

 

Blood Feaster+1 for $15 to your pledge
Blood Feaster+1 for $15 to your pledge
Blood Shaman on Altarbeast+1 for $12 to your pledge
Blood Shaman on Altarbeast+1 for $12 to your pledge
Sickleclaw+1 (pack of 3) for $10 to your pledge
Sickleclaw+1 (pack of 3) for $10 to your pledge
Sickleclaw +1 (pack of 3) for $10 to your pledge
Sickleclaw +1 (pack of 3) for $10 to your pledge
Sickleclaw+1 (pack of 3) for $10 to your pledge
Sickleclaw+1 (pack of 3) for $10 to your pledge
Death Screech +1 for $12 to your pledge
Death Screech +1 for $12 to your pledge
Blood Spike +1 for $15 to your pledge
Blood Spike +1 for $15 to your pledge

 More of the fiction can be found on our website at NerdPalaceGames.com



Individual units are now available for adding-on! No extra shipping charges after the core pledge. Retail prices will be higher, these are only prices for our backers. An updated image will be shown as soon as our artist can get it set up.

 Akhotep Dynasty:

  • Flame Fin   $10
  • Sisters of Vipers   $10
  • Horn Lord   $15
  • Ra's Judgement   $15
  • Talon of Horus   $15

 Grande Empire of Lindenia

  • Ankylo-cannon   $15
  • Stego sniper   $15
  • HMS Dragoon   $12
  • Centro Thunder-gun   $15
  • Zino Harpooner   $12

   Kingdoms of Farheim

  • Slowbeast   $15
  • Elder Swordcat   $10
  • Warhorn   $10
  • Long fang   $10
  • Ice claw   $10

    Quanah Sovereignty

  • Blood feaster   $15
  • Altar beast   $12
  • Sickleclaw pack (3 figures)   $10
  • Death screech   $12
  • Blood spike   $15

Primeval Clash is a skirmish miniatures game where you control an army that is balanced by the number of points that you and your opponent can spend. While smaller battles can be faster, some people find bigger battles more rewarding and Primeval Clash readily caters to both playstyles. One of the defining differences in this game is that the points you don't spend during each turn become the amount of losses you can suffer before your army breaks.
 

Once each player has their armies ready, each person take turns with alternating activations. Here is the turn sequence.

A. initiative phase

B. pre-phase

C. activation phase

1. Roll activation dice to see what actions are possible.(three sub-phases)

a. Roll activation dice.

b. You may trade in two dice for one die of your choice.

c. Allocate all your dice.

2. Expend your Boost dice to increase the acting unit’s stats.

3. Then spend your Move, Attack, or Special dice/actions in whichever order you want.

4. Remove boost dice from the unit card to clear a negative effect. Then your opponent activates.

D. clean up phase


At the beginning of the unit's activation it rolls dice, the numbers of which depend on how much health it has left. The dice results do not tell the player if they succeed or fail at their actions, but rather what type of actions can be taken. In the case of results that are not beneficial, the player may even trade in two undesired dice, for one die of their choice.
 

Once the player has the dice set to the best of their ability, they perform actions, one after the other, each by using one or more dice. After they are done with all of their actions, play passes on to the next player. Actions that affect other enemy units have a strength and if they are equal to or higher than the target number, they take effect. Attack actions compare the units Offense stat against the opposing unit's Defense, while other special abilities can use their own stats against the target's Smarts or Willpower, depending on the action.
 

A unit's health is tracked via icons on its unit card and each is marked as it loses health. This statistic ties in closely with how a player wins or loses a match. A unit never marks off its final health box, instead the owning player has a choice: either the unit is removed and they remove one of the army break points, or the unit stays and the player removes a number of army break points equal to the break cost on the unit card. Once a player has removed his last army break point, his army is defeated, and he has lost the battle.
 

As one of our team was a retailer for many year, being able to supply retailers is very important aspect of game development. 

Due to shipping challenges, we will currently only be able to supply at a retail discount to retailers in the continental United States, that have a tax id number, and an image of their physical storefront. 

Please contact Alex at Alex@nerdpalacegames.com for more information.

We will be charging the actual shipping expense through our pledge manager after the campaign ends. The shipping listed on the pledge is only a rough estimate.

We will be shipping primarily from the USA, and the EU. We will try to get you the lowest shipping cost we can, and the following rates are only an estimate.

  • USA :$8-$18 for most states, $40 for Alaska, Hawaii, and Puerto Rico.
  • Canada :  $15-$30 most cities.
  • Latin america :  $60-$80 for most countries.
  • Asia :  $10 for China, Hong Kong, and Singapore, $35 to most other countries except Malaysia.
  • Oceania :  $20-45 to Australia and $40 to New Zealand.
  • Africa :  $95 to most countries.
  • Europe :  $15-$30 most countries.
  •     Norway, Switzerland, Finland, Estonia, and Latvia :  $35
  •     Bosnia/Herzegovina, Croatia, and Iceland :  $50
  •     Liechtenstein, and Serbia :  $70-$80
  •     Belarus :  $90
  • Israel :  $70-$80

We regret that at this time we can not ship to Afghanistan, Kazakhstan, Russia, and Ukraine

Cody Alan Brown is the creator and director of Nerdpalace Games. He has been an avid tabletop gamer since the age of 13. Cody has never lost his passion for the things than bring him joy, and dinosaurs and miniatures are among the top 5!
               Primeval Clash will be his first game. Cody blames co-creator Alex for introducing him to the world of tabletop miniatures and gaming.

Alex (the left half of Nerd Palace Games) has been a gamer for 33 years and has been designing games since age 13. He joined the Air Force in the '90s, then worked in gaming and comic stores until he was able to open his own store in Asheville, NC from 2003-2008. Now he works in someone else's game store is much happier.


Hi folks! My name is Alyssa McCarthy, and I'm a freelance illustrator with a keen interest in tabletop gaming. I've worked for Paizo, Green Ronin, Atomic Overmind, and Fantasy Flight Games, and was quite hyped to become involved with Nerd Palace Games. At home, my life is a whirlwind of kids, cats, chickens, dogs, and bees. 

Risks and challenges

We at Nerd Palace Games are aware that this is a huge undertaking, and that there are risks associated with it. I owned a game store for many years and my motto was “We don't want to make a sale, we want to make a customer.” We are in this for the long term, we will do everything in our power to make this product everything that you want, and get it to you as fast as we can.

We have expanded our team to include someone who has experience with international manufacturing and distribution. There is always the possibility of shipping or customs delays, and while we will do everything in our power to see this project move along smoothly, some things may end up beyond our control.

We have carefully crafted our production schedules to help cover any possible delays. Another consideration is that due to the U.S. And China trade dispute there is a chance that production prices may fluctuate. This is an issue that may affect the funding of this project, and that is a risk we have considered and are willing to take. Rest assured that we won't pass that on to you, our backers.

The shipping fees are our best educated approximation at what the international shipping rates will be a year from now. As we mentioned before "we don't want to make a sale, we want to make a customer!"

Communication is key and we will absolutely keep our backers in the loop with all of the details, progress, and concerns we may have.

As a final note, Primeval Clash is still in the final stages of development. As such, the images, art, stats, and models seen here may not be the final version.

Now... let's get ready to Clash!

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    Primeval Conflict

    Your choice of one of the four starter boxes of Primeval Clash. Everything one player needs to play.

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    Primeval Conflict 2

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    Primeval Skirmish

    Your choice of two of the four starter boxes of Primeval Clash. Everything one player needs to play.

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    Primeval Skirmish 2

    Your choice of two of the four starter boxes of Primeval Clash. Everything one player needs to play.

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    Primeval Assault

    Your choice of three of the four starter boxes of Primeval Clash. Everything one player needs to play.

    Includes all stretch goals and Kickstarter Exclusives.

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    Primeval Assault 2

    Your choice of three of the four starter boxes of Primeval Clash. Everything one player needs to play.

    Includes all stretch goals and Kickstarter Exclusives.

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    Primeval War

    Your choice of four of the four starter boxes of Primeval Clash. Everything one player needs to play.

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    Your choice of four of the four starter boxes of Primeval Clash. Everything one player needs to play.

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    Primeval Retailer

    RETAILERS ONLY!
    Two copies of each of the four starter boxes of Primeval Clash.
    Deposit for retail orders. Retailers will need to provide proof of physical business location.
    *See Retail Pledge section for more details.

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Funding period

- (20 days)