The third pack of stretch goals are complete!
The second set of stretch goals is complete! More coming soon!
First set of stretch goals complete! Awesome!
Check out the first part of our Guide to Bosshood:
Boss Fight is a hybrid of slower-paced collectible card games and quick, highly accessible social card games. Magic and Uno had a baby.
In Boss Fight, players take on the role of bosses in a fantasy RPG dungeon competing to land the killing blow on an adventuring Hero. Doing the most damage has no bearing on the victor -- whoever ends the Hero's life wins. It will require careful use of devious Traps, disruptive Spells, and convenient Loot drops to ensure you will become the Final Boss!
Boss Fight is NOT a collectible card game. Every pack contains the same cards in the same quantities. No need to break the bank hoping to find the one card that will make your game "work."
The game is designed for two to five players. Most games take 10 to 20 minutes to complete, making it the perfect game for those looking for a quick game that doesn't sacrifice strategic challenge.
Accessible and friendly play are central concepts of Boss Fight's design. Simple core rules combine with descriptive cards to create a smooth and short learning experience, while careful design limits the tense, confrontational feeling that can emerge in many strategic card games.
In short, it's fun, fast!
Game Mechanics and Examples
At the beginning of the game, a dealer shuffles and deals five cards to each player. All players share the same single deck.
In Boss Fight, players only draw cards when they deal damage to the hero. The amount of damage a card deals is circled in the upper right corner. Do 1 damage, draw one card. Do 3, draw three. Do zero, and you don't get to draw that turn!
It's not just death and destruction, though. Accidents happen. Sometimes a healing spell backfires and manages to hit the hero, or incoming damage mysteriously turns into healing instead. Potentially lethal Spells fizzle out. Mighty, dangerous Minions fall into friendly Spike Pits. The dungeon isn't well-lit.
There are three basic types of cards: Minions, Spells, and Traps. Thoughtful use of all three types is critical for any prospective Final Boss.
Minions are creatures that work for the bosses. They are single-fire cards: if a Minion doesn't kill the Hero, the Hero kills it. Minions are the most common form of damage in the game, and sometimes have special properties.
Minions often carry Loot, which is rewarded to the Hero (assuming he survives the encounter). The Hero can carry one piece of loot at a time. Loot is used immediately when its conditions are met.
In the end, Minions are the workhorses of a Boss's arsenal. Though they lack the flashy disruptiveness of Spells or the agile utility of Traps, Minions can set the stage for victory through intelligent distribution of loot, and drop the curtain with high damage and special abilities.
Spells can do a bit of everything, but they are best known for being able to break or manipulate fundamental rules of the dungeon.
Spells often have powerful, direct effects on the Hero. Unfortunately, few of these powerful effects allow players to draw cards from their results.
Spells offer the most sources of immediate gamewide manipulation. They boast powerful sources of direct healing and damage, but rarely allow the drawing of new cards like Minions do. And while their effects may be spectacular, a well-timed Trap can make a Spell into an equally spectacular failure.
Traps affect other cards, and are played reactively in response to cards they can affect. Unlike Minions or Spells, Traps can be played at any time, and are not subject to the one card per turn rule. Because Traps are not capable of inherently dealing damage, the damage value in the upper right has been removed.
All Traps come equipped with the "Recycling" ability, which allows a player to discard the Trap and draw two cards. This action can only be taken at the start of the player's turn, and using it ends their turn. Recycling is a mechanic designed to prevent deadlocked hands, but can also be exploited for creative strategic ends.
The most basic form of Trap is the kind that simply stops another card from working entirely. Basic, effective.
More sophisticated traps can entirely change a card's effect. These are among the deadliest options available to a Boss, as they are often the least expected.
Traps are extremely powerful cards, but are worthless on their own. Intelligent Trap usage is not about knowing when to use them in obvious situations, but knowing when to use them in less obvious ones. Smart trap usage is the most noticeable difference between an experienced Boss and a brand new one.
Where's the project at?
Boss Fight is ready to meet the world! The current version of the game is a product of lots of playtesting, suggestions, prototypes, revisions, and redesigns. A few "release candidate" decks have already been printed to test the waters in terms of the quality of various suppliers.
What's the expansion?
The first expansion is tentatively titled Rooms, and introduces the titular Room card, which is permanent on the board until another Room replaces it or it is otherwise removed. The premise is that these are special areas of the dungeon set up by the Bosses to hinder or help the Hero as he explores -- think a convenient healing spring, or a room that suddenly fills with choking poison gas.
This expansion will not just include Room cards, but also Minions, Spells, and Traps that affect or involve Rooms.
Rooms is still in the design phase. I'm aiming for 8-10 new cards distributed in quantities totaling close to 30. These are new cards that can be inserted right into the basic deck.
What's the future of Boss Fight?
The goal is to continue developing Boss Fight through additional expansions. Expansions will be totally modular: if you want more you can add more, but new mechanics will never be forced on you if you'd like to stick with the basics.
To this end, there will be two types of expansions:
- Brand new mechanics and core cards (Minions/Spells/Traps) to support those new mechanics, similar to Rooms. This allows you to pick the mechanics you like and skip the ones you don't. New mechanics will never be integrated into the core set.
- New core cards which add additional variety, but do not introduce entirely new mechanics. Fun for everyone, but perfect for the purist who simply wants more.
In the end, your donations are a vote of confidence in this project, and will be used as a measure of public interest in more Boss Fight content!
Boss Fight is a proud member of the Kicking It Forward initiative. Be sure to check out the other great member projects!
Risks and challenges
My primary challenge is to get the word out. This is definitely an area where you can help! Boss Fight is perfect for hardcore gamers looking for something fast, fun, and friendly, but is also great for a casual players looking for something more strategic than the average social card game.
So if you know someone who might be interested in Boss Fight, or are a member of a tabletop gaming community, be it local or online, please spread the word!
The primary risk involves the printer, and potential delays or mistakes in the printing process. In preparation I submitted a small work order to PrinterStudio.com to evaluate their quality and turnaround time and was satisfied with the results. On a recommendation I'm also looking into SuperiorPOD.com. I've ordered another small run from them to see how the two compare. It's my intent to provide backers with the best option available!Learn about accountability on Kickstarter
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