It is the dawn of interstellar travel for man. New technologies have been developed which allow interstellar star pilots to over come challenges like stellar debris, warped space, and black holes. Mass production has finally brought the costs of these technological marvels down enough to be accessible to the private sector, and like any good space civilization you capitalize on the opportunity. In Kepler Run you play an independent space runner attempting to win the most riches for yourself by being the first to fulfill lucrative contracts the fastest. You'll need to put all of your runner know how to good use, and with a little bit of planning and luck, you can be the first to complete your Kepler Run.
Hi there! My name is Orion and I am a game designer in the NYC area. I created Kepler Run because I wanted to do a small, fun, stylish project for Kickstarter's Make 100. Kepler Run is a card drafting and route planning game for 2 to 4 players that plays in about 30 minutes. Who do I think Kepler Run is for?
- Fans of light strategy and efficiency games.
- Fans of small games that can be played over lunch, but still have some depth.
- Fans of minimalist design that like having lots of game play in a small box.
Kepler run is ideal as a filler game. It's great if you're waiting for a drink at a pub, or waiting for friends to arrive for a game night.
Let's go over a brief overview of the major mechanisms in Kepler Run. These aren't all of the rules, but this will give you a high level idea what to expect from this little game.
Players reveal tiles and take turns drafting using a snake draft (from first player to last player, then in reverse from last player to first player). Each player will draft a total of 2 tiles after which there will be 1 tile left over which will automatically be added to the run.
When you draft a card, you have one of 3 options:
- Add the card to the run
- Use the card as a part for your ship
- Discard a card and collect a fuel module.
Each player will draft a total of 2 tiles every round. After the draft is completed play will then progress to the run phase.
After the draft, players select which run they wish to attempt. Players will gain victory points or fuel for collecting the icon found on their cards. They will also receive a bonus depending on if they came in first or not.
In turn, each player attempts to get as far as possible by activating parts attached to their ship. Players will collect points for each delivery they complete, or gain fuel for visiting friendly outposts.
Players will score fuel and victory points for each symbol on their card that they passed during their run. The fastest ship (the one that has moved farthest along the path) collects the prize in the left corner. The other players collect the prize in the right corner.
Players will do 3 runs and then count up victory points. The player with the most points wins.
Kepler Run is a small production game. This means that the cost per unit is higher than normal. For digitally printed games, the runs are much smaller (often maxing at a few hundred), and the costs are higher (frequently 5x as much or more). This means that if I want good quality components (like the custom card size made with good quality paper) the production cost is on the higher side. That said, in exchange you will be getting a unique product that will never be printed in this exact form again. If Kepler Run does ever make it to full scale printing, it will be very clearly be a second edition, so your small print edition will remain unique within the hobby.
I originally created this project for make 100, but I'm open to adding additional waves if people end up liking the project. If this happens, I'll try to ensure that people who back the first wave receive their product before additional waves are sent out, and before the game is made available at conventions or through my own site. Either way, anyone who backs via this campaign will be getting a unique version of the product that will be distinguishable as a first printing copy of the game.
Since this project will likely be printed on demand, we can be flexible with pledge cancellations. As long as you cancel your pledge before units are printed, you will receive a full refund for your backing. If you decide that you don't like the the final direction or components chosen for the finished game, the option to cancel your pledge will be yours (although please be considerate as Kickstarter's fee are still paid out if you cancel your pledge after the campaign).
Though I don't think bulk international shipping is feasible for this project, I'm happy to ship to international backers. As of right now, these are the best international shipping prices I've found so far. I will update these if I'm able to find better rates.
- Canada +19$ (22$ total)
- France +30$ (33$ total)
Another option is if a group of people internationally want to go in for a bulk order, if you back at the double run level, we can calculate the final cost of the order after the campaign has concluded.
Risks and challenges
Production and shipping are always a tricky to get right, that's why I have padded out a lot of time for fulfillment. This will allow for some room to adjust component choices in response to any delivery challenges that might surface. Also, by leaving room for cancellations, backers do have the latitude to cancel if they don't like the final component selection or the final rule set. This combined with the flexibility of digital printing means that a lot of risks can be mitigated. Since I only need to print as many copies as backers have ordered, there's a good chance that the project can move forward smoothly.Learn about accountability on Kickstarter
- (30 days)