The point of all of this is to of course have the most successful nation on the Exo-planet. This means moving up the 4 Prestige Tracks, being the first to complete Milestones and racing to meet the objective in the Lunar Season bonuses.
What's really great about the game is you won't find victory points on many of the cards. Instead, development cards tend to move you up the difference Prestige tracks (Defense, Commerce, Infrastructure and Exploration) and your end-game score will be based upon your relative position on these tracks to the other players.
What we love most about Godspeed is the amazing player interaction and worker-placement mechanisms. Every single action you take affects other players. End-game scoring is based upon how you have progressed versus the other players. You can race for Milestone points, or move up the Prestige Track. There is no dominant strategy in the game because everything is a give and take between you and the other nations.
The worker-placement mechanics are unlike anything I've seen before. Having each worker be specialized creates tense decisions. Do I got all-in for the First player marker during the Supply Depot action and leave myself with very few Team Members for the action phase? Or do you hold back and give yourself more flexibility in the Action Phase. It's such a great, unique game that is unlike anything we have ever played.
To purchase an add-on simply adjust your pledge amount and add the cost listed above to your pledge amount. So a copy of the base game + Dino Island promo kit would have you pledging $80 USD. After the campaign ends in the pledge manager you can specify which add-ons the extra funds were for.
Godspeed went through over a year of internal and blind-playtest feedback from 100's of unique plays that allowed us to get data to ensure the game is perfectly balanced, the rules are clear and each decision is tense. This is helmed by our Head of Game Development Jonathan Gilmour (Dead of Winter, Dinosaur Island). The game was fantastic before it went into testing, and the game that came out the other side is something very special indeed.
During testing we got some amazing feedback:
- 95% of players felt the game's length was exactly what they wanted
- 100% of players felt the game was Incredibly Easy to teach or on-par with similar games
- 98% of players felt that decisions in the game mattered. 82% of players felt that every single decision they made in the game mattered.
- 93% of players commented that player interaction is exactly what they wanted, and 2% even commented that it had higher player interaction than expected!
- In the final version of the game, 96% of games had unclear winners headed into the final round of the game.
- 97% of players rated the game as Fun or Very Fun!
What was the most notable part of the game?
“How quickly each phase went (and each round, for that matter). Once we had the mechanics down, it wasn't overly complicated, which was nice as it moved the game along. That said, it wasn't "too simple" by any means - it was just noticeably efficient, which was nice.”
“I think the group was surprised how solid the depth of decisions were.”
“Working out what to bid but remembering what workers to keep back for the action phase.”
“Mid-way through the 3rd age, when the milestones were used up there was a mad dash and complete strategy change toward prestige movement.”
“How easy the players picked up the game after one round.”
What was your favorite part of the game?
“We really liked the internal debate there is to decide which Team Members to use in order to block the other player from finishing milestones.”
“This game is very clean already - smooth transitions & well thought out. The rounds are concise & easy. Just like Dinosaur Island, this game has a lot of weight to it, yet feels effortless."
“My wife and I were both going for the same milestone. We both bid 14 so she went first. She then used the financier to get resources, which got my hopes up, then she played her two at a time card and took her second action, taking the milestone from me. Well done.”
“Bidding in the market is a favorite, as well as gauging where the other player may intend to place their Team Members.”
“Victory points at end were very close (we tied!), while we took different paths.”
After the campaign ends, there will be a pledge manager. Anyone at the 5 dollar level or higher will have access to upgrade their pledge at this time. This window will be short as the game will be entering production as soon as the campaign ends, and final numbers will need to be locked in quickly. Pricing after the campaign ends will be 75 dollars for a copy of the game, so your best value is to pledge for a copy of the game during the campaign itself.
The Kickstarter Timed Exclusives will be available on the Pandasaurus Website at a later date ( a minimum of 90 days after delivery) at limited quantities. The pricing on these items will be higher than they are during the campaign to ensure that the best value is offered to those customers who back for a copy of Godspeed during this campaign.
After the campaign ends, we will be charging actual shipping costs. We want to strike a fair balance of value for our backers while ensuring high-quality fair shipping prices for each backer. By shipping within the EU, UK, Australia, China, Canada and the United States we are hoping to get as favorable of shipping rates as possible. We will be working with well-vetted partners in each region who have experience with Kickstarter reward fulfillment and come highly recommended by other publishers within the industry and will take into account good (and bad) experiences that other publishers have experienced.
Our goal is for the average shipping costs for backers in the EU, UK, US, Canada, Australia and China to be under 20 USD with shipping for backers outside of these regions to come from the most cost-effective area for the lowest possible shipping price.
Backers in some regions, especially the Middle East, Africa, South and Central America may experience high shipping fees which reflect the actual cost of shipping to these areas in excess of 50 USD; also be aware that you may be responsible for import duties, taxes, and/or brokerage fees, and that we must comply with international law and cannot mark your reward as a gift or declare that it has a value of zero. Please be aware of this before backing the project.
Risks and challenges
Pandasaurus Games is a nearly 8-year-old board game publisher who has delivered hundreds of thousands of board games worldwide including 8 Kick-starter projects. We are confident in our ability to deliver the rewards listed and on time.
The artwork for the game is 100% complete and has finished pre-production at the factory. Short of a production issue with some of the bespoke components, delays in shipping or issues with proofing that require reworks, we intend to release the game on time. We will always choose quality production over timeliness, so delay of the game is possible, but we will be ready to hit the printer with final components right at the end of the campaign.
There is the chance of delay in shipping or customs that is largely out of the control of our company, but we are experienced in moving products through customs. Of course, with multiple freight solutions going to various parts of the world it's possible some regions will get the game more quickly than others. Our goal is to ship the game as soon as it lands on any continent, so we'll have to ask for your patience if some regions get the game before others.Learn about accountability on Kickstarter
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