About this project
INTERNATIONAL SHIPPING NOW ONLY $8!
Sans Allies (French: "without allies") is a solitaire card game where you command 20th Century troops and technology, pushing through an enemy nation bent on developing a vile super-weapon.
Sans Allies takes the feel of a grand-strategy, area-movement war game and compresses it into a tight little solo package, playable in about an hour.
This game is not simply "Pyramid Solitaire with an interesting skin." Sans Allies is a fully-developed strategy game in its own right. The two games have a similar cosmetic appeal, and both have a turn rotation based on drawing cards from a "stock" pile and playing combinations of cards to clear cards from the pyramid. Beyond that, the games radically diverge. Sans Allies is highly thematic and drives the player to make much more diverse and strategic decisions. In short, while Sans Allies looks like a traditional solitaire game like Pyramid or Klondike, Sans Allies feels like a grand-strategy, big-board tabletop game like Risk or Axis & Allies. Here's a simple info-graphic to give you a basic comparison/contrast:
(You can find the most up-to-date version of the complete rules HERE.)
The enemy nation is represented by an assortment of "region" cards arranged as a layered pyramid, with the "enemy capital" card at the top of the pyramid. The object of the game is to capture or claim the enemy capital card, but no region card can be removed from the pyramid until either one or both of the cards laid atop it are removed first. Therefore, you will need to capture region cards at the lowest level of the pyramid first, working your way up the pyramid in stages.
Each attempt to capture a region is called an "invasion." To conduct invasions, you gather various military unit cards from your draw deck (separate from the enemy nation deck). These units have strength values, while each level of the pyramid has a defensive value. You have to amass enough strength and the right types of units to attempt an invasion on a given region, and then a roll of the dice determines whether you lose (discard) this entire invasionary force, or save a few, or lose more than expected, and are possibly forced to retreat.
Along the way, you can capture select region cards called resource centers, which not only increase the number of cards you draw on a turn, but also grant you the ability to choose upgrades for your units. Upgrades increase the base strength values of most units, and they introduce tactical developments that give you more dynamic choices in battle. These include:
The enemy's "progress" is towards completion of an ultimate weapon, which is represented by a proximity track along the side of the pyramid. Each turn, before you're allowed to draw more cards from your production deck, you make a roll-under check to determine if the enemy makes progress and improves his technology standing on the track. You, too, might develop your own ultimate weapon first, if you manage to capture all of the enemy's resource centers. If you can clear enough of the pyramid to expose the enemy capital and ultimately capture it before the enemy succeeds in completing his weapon, you win.
- 120 poker-sized playing cards with laminate finish
- 17 assorted 1" and 2" die-cut information chits
- 2 standard, 16mm 6-sided dice of two colors
- rules manual
Plain and simple: if we don't meet our funding goal, Sans Allies isn't going to be made.
While you might think about being cautious and waiting until the game hits your friendly local game store, the truth is this: We're still growing here at Past Go, and we're still building a network with distributors and brick-and-mortar stores. We are asking for your trust and support during this seminal period so that we can build a strong foundation for continued growth and expansion, and to be able to invest time and money into future design projects, which we hope to bring to you at increasingly reasonable prices. So if you are at all interested in making Sans Allies a part of your game library, with much gratitude we ask you to please back now. Thank you!
SHIPPING IS FREE WITHIN THE UNITED STATES.
INTERNATIONALLY, IT'S $8 (U.S.) FOR THE FIRST COPY, $5 FOR EACH ADDITIONAL COPY.
You can test the complete prototype out for free in either of two ways:
- Printable PDF version found at pastgo.net
- "Virtual" version publicly available on Tabletop Simulator
As we proceed through this campaign, we would love to hear feedback from you about the game and the campaign itself. Please e-mail any and all questions, comments, and/or suggestions to email@example.com.
These are the two primary "upgrades" we would like to consider for expanded development on Sans Allies:
- $12,000 Bigger Boxes. At present, the box design is pretty tight and just large enough to hold the cards and punch boards as manufactured. We would love to be able to expand the size of the box to be able to accommodate sleeved cards as well.
- $20,000 Digital App Version. At this monumental goal, we will be able to hire a programmer to write an app version of Sans Allies. This is something that would be available on iOS and/or Android devices. As an added bonus, we would ensure that all of our original backers would be able to download this app for free.
These aren't exotic goals, but they are meaningful ones. The minimum funding goal is already higher than we'd like it to be, in order to be able to guarantee the quality and delivery of this game. We have put much thought and consideration into whether we would offer stretch goals, especially given the tendency for stretch goals to seem "gimmicky" or to over-complicate a project. We know that the stretch goal approach is very popular on Kickstarter, and it can add interest for potential backers, but after much deliberation, we have ultimately decided that our position on stretch goals is going to be very modest and uncomplicated.
Even delivering the basic level pledge is an extremely complicated process, and we do not want anything to distract us from our commitment to delivering to you a high-quality game at a reasonable price within a reliable time frame. If there are specific stretch goals or upgrades to the game that you would like to see, your suggestions are very welcome, and we will consider all suggestions that are in the best interest of the game design for ALL backers. Please feel free to submit your suggestions to firstname.lastname@example.org.
Risks and challenges
Sans Allies is our second project, and we learned A LOT about what to do (and what NOT to do) with this sort of thing from our previous campaign for Parenthood. Our biggest mistakes last time were (1) underestimating production time and costs, and (2) underestimating shipping costs. In order to ensure our backers got what they were promised, we reached deep into our own pockets and made it happen. These miscalculations will not happen again, but that creates a certain tough reality for us:
The current struggle is this: We want the price of Sans Allies to be very reasonable--even MORE than reasonable--to you, the player. As it stands, the production cost per unit is actually very manageable. Unfortunately, in order to make sure we cover shipping and graphic design, the total funding goal needs to be higher than we'd like it. This means we need AS MANY BACKERS AS POSSIBLE to keep the price point appealing and to make this game a reality. So if this game is of any interest to you at all, we ask that you please share our campaign with as many people as you can possibly think of who might also like to get in on it. :) THANK YOU!Learn about accountability on Kickstarter
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