Build A Cure is a cooperative strategy game in which you and your team avoided a nuclear explosion. However, the bunker that saved you was a storehouse for some of the world's worst diseases. The shockwave of the explosion caused the containment vials to break. It is up to you and your team to work together to build the chemical compounds to cure the diseases before you run out of resources. You may see your team experience symptoms and even contract more diseases that could hurt your chances of survival. Remember, the longer you stay, the more you are exposed. If you can manage to cure all of the diseases before you run out of resources, you win and can live to see another day.
SPECIAL EDITION CASE
How can you make an awesome card game even better you may ask? MAKE A SPECIAL EDITION / EPIC / WEATHERPROOF CASE WITH CUSTOM INSERTS!
Each case comes with a custom insert to fit 6 sets of 3 markers, and over 150 standard poker-sized cards (2.5"x3.5").
I'm so excited to see how far this campaign will go. I've got many more ideas, but these are the first stretch goals to reach for once the project is funded.
HOW TO PLAY
Rulebook download - CLICK HERE
Board Game Spotlight
Two Bats Gaming
Solo Mode - Playthrough
Nerds Of The West
TRY IT OUT!
If you would like to see how it plays, check out the Tabletopia link below. You can try out a solo mode, or 3-6 player mode. I am currently working on making it closer to the actual game play, so know that there are a few small details that might be missing. I should have it all completed around 8/12. Send me a message if you find any issues that need to be corrected. Happy gaming!
VIDEO REVIEWS (Links)
WHAT'S BEING SAID?
Resource Deck (104 Cards)
- 56 Element Cards
- 10 Exposure! Cards
- 10 Complex Covalent Bond Cards
- 8 Polar Covalent Bond Cards
- 5 Simple Covalent Bond Cards
- 3 Recycle Element Cards
- 3 Recycle Resource Cards
- 2 Fission Reduction Cards
- 2 Mystery Element Cards
- 1 Immunity Card
- 1 No More Resources
- 1 Oranges Card
- 1 Quarantine Card
- 1 Ultimate Sacrifice Card
Disease Deck (17 Cards)
- 10 Symptom/Event Cards
- 7 Disease Cards
Reference/Tokens (12 Cards & 18 Markers)
- 18 Markers
- 6 Element Count/Disease Count Reference Cards
- 6 Turn Guide/Element Count Reference Cards
In the graphic below you can see all of the types of cards/markers that will be included in the game. I wanted to give you a close-up shot so you can see some of the variations that you may not be able to see in the pictures above describing the reward options.
Please note that the artwork may not be final. It shouldn't stray too far from what you see here, so no need to worry. I want to make sure everything is perfect for the final production run!
I will be at GENCON! Look for me in the First Exposure Playtest Hall Friday at 4,6 & 8 PM. I will also be there Saturday at 8AM. Then I will be wandering around and having too much fun in my lab coat and wig. Make sure to stop me to say hi!
Don't forget to follow us on social media to get the inside scoop of what is going on. We will be sure to post updates to all our backers as often as makes sense, but let's be real, you don't want an email every day from Kickstarter just to see what I am working on. That is where social media comes in! I post regularly to Instagram/Facebook/Twitter so you can see what's happening each day, without those pesky emails.
BGG: CLICK HERE
As you will see, the timeline is fairly spread out. Why would I do this? Well, I want to make sure you get the best possible product. I also want to make sure that it arrives at your doorstep in one piece. So I decided to wait until after the crazy busy shipping season to get you your copies. Since you have to wait so long, I wanted to make sure we offered you some options for those who wanted to give these as Holiday gifts. Everyone who backs this project through one of the listed reward tiers will receive the digital print and play version of the game. This way you can print it out at home and give it a go before your physical cards arrive!
Since this was the first card game I created, I wanted to be able to bring something new to the world of gaming. I knew it was going to be hard to get my game out there when there are thousands of them already in circulation. So I came up with the #playtestitforward campaign.
I reached out to various accounts on social media to see if they would be interested in playtesting the game early in development. I would ship them a copy of the game in a prototype Special edition case, and they would try it out and give me feedback. I would then send them a shipping label and they would send it on to the next house.
I was blown away by the response from the campaign. I couldn't believe that after 3 short months of running it, the games had been to over 50 different homes around the world! I have one in Australia, one in the UK, two in Canada and 5 traveling around the US.
It was a lot to handle, but in the end, it was a blast getting to talk with all of these wonderful gamers around the world. It is great to see how the love for collaboration and friendly (sometimes not so much ;) ) competition can bring us all together. I can't wait to use this campaign again in the future for all of the games that I come out with (yes, I have like 4-5 more already bouncing around).
Over the last few weeks, I have gotten to attend some of the best small Cons and Expos on the East coast. Charcon 2018 was so great! For a small con, it sure had some dedicated gamers. Over the three day weekend, I barely got a few minutes to stop and breathe. The demo sessions were non-stop. Although it was crazy, I wouldn't have it any other way. I loved seeing the families or friends work together to survive the game. We also made history with the first two uses(pics below) of the Ultimate Sacrifice card!
Another great event was the Southern Fried Gaming Expo. It was a blast being a part of this multi-platform gaming group. Whenever the booth slowed down I got to run into the arcade area and challenge my friends to some arctic thunder!
Now, if you are interested in how I designed the mechanics for the game, or even how the idea of the game came about, keep reading here. There are some cool facts about the evolution of Build A Cure.
So the idea of the game was actually brought about because my Mother-in-law (Anne) wanted to have a game that she would enjoy playing with the rest of the family. We love games like Catan and Carcassonne but hadn't really dealt with anything deeper. We mainly dabbled in gateway games. So for her birthday, I decided I was going to make a game for her. Now my background is in computer science, so the chemistry of it was not a natural thought for me.
When I was brainstorming what the theme would be, I ended up always coming back to the idea that we are always fighting illnesses. It is one thing that we can never beat. It is also the science behind it that so quickly can bring together two completely different people. If they both suffer from the same disease, they will ignore all of their differences in order to come up with a Cure together. So the foundation of the game began to take form.
Next, I knew that the mechanics needed to be solid. So I started to do some research and found a few dozen diseases that were known to be weaponized, because who doesn't love a conspiracy theory? Anyway, I found dozens of these diseases and the compounds/treatments/cures that corresponded to each one. I noticed pretty quickly that there were a few elements that were very common between the cures, so I did what any other computer science/engineer would do... I made a spreadsheet! Now, not only did I make a spreadsheet, but I formulated calculations that would help me determine the probability of occurrence and likelihood of duplication in a deck with 7 (of course it is my favorite number) other diseases.
After around 2,000 calculations I finally determined which diseases could be in the deck. I had to limit them to diseases that had 5 or fewer elements because, with any more, the game would be impossible to play. So I stuck with the basics: Carbon, Hydrogen, Nitrogen, Oxygen, and Sulfur.
Now the great thing is these spreadsheets not only told me what diseases would be in the game, but how many of each element should be included to make it the minimal amount of cards, while still giving the opportunity to solve each disease once, if you happened to have the worst luck known to man and contract each disease found in the game!
So I printed out the cards and came up with the first deck. It was great, but there were multiple mechanics that I found just didn't work. For example, I included the charge of each atom for the first revision because the types of bonds will actually heavily rely on this aspect in the science of bonding. It was scientifically accurate but did not make for a fun game at all, so it was dropped fairly quickly. Although there were small changes that needed to happen, what we found was that the game was genuinely fun.
The mechanics worked so well starting off because the math was so solid. Now don't get me wrong, the game has changed so much since then, but the fact remains that each thing you change about a game is a calculation that must be taken into account as a game designer. Even if you think it is a small change, it has the potential to make or break your game.
Anyway, since then, it has been playtested hundreds of times. I personally can't tell you how many times I have played the game. Thankfully I have dozens of games that I can sit back and be the GM. Now the unique thing about developing a cooperative game is that when I get to sit back and watch, I have the "watch the world burn" mentality. Since I made the game, every time someone loses, I kind of win. Haha now, this makes for some great banter between the players and myself at times. At times I can see how they are able to win, but I have to let them make the choices, so I just give them the disapproving father look when the just missed their chance to cure a disease.
So I am sure if you made it to this point you know way more than you expected to know about the game. I applaud you for making it this far, but I guess I have to challenge you to beat the game *evil genius laugh*...
The video was filmed by:
The film was edited by: Paul Hinton.
Sky Developed LLC © 2018
Risks and challenges
This will be my 6th Kickstarter to share with you all. I ran one myself, two of them with my wife, and two others for some really awesome artist friends. You can check em out:
Ink The States - https://www.kickstarter.com/projects/kyrahinton/ink-the-states
Ink The Earth - https://www.kickstarter.com/projects/kyrahinton/ink-the-earth
Ink The Planets - https://www.kickstarter.com/projects/paulhinton/ink-the-planets-make-100
Resurrect the Hymns - https://www.kickstarter.com/projects/1300871255/resurrect-the-hymns
Colleen Elizabeth Art: Making Prints & Finishing Studio - https://www.kickstarter.com/projects/642674840/colleen-elizabeth-art-making-prints-and-finishing
So as you can see, I am well versed in the Kickstarter world. The biggest challenge I see will be coordinating with the manufacturer/shipping integrators. It is going to be a task, but I am excited to get into the spreadsheets! ( Yes, I am a rare breed. I love the spreadsheets and ALL the data!!!)
Anyway, there are bound to be obstacles that I cannot even fathom at this stage of the project, but I will do everything humanly possible to make this one of the best campaigns you have ever backed!
I COULD NOT HAVE DONE ANY OF THIS WITHOUT MY FAMILY! Thank you so much Kyra, Josh, Brian, Anne, and Selah. You all are so supportive and have some super rad skills. From graphic design to watching my lil one, you all have been incredible.
As for Kyra, she is a trooper. I kept her up past 2 AM many nights working on this project. I can't remember how many times we both fell asleep next to each other working on our various business details. It is a hard life running a small business, but I couldn't imagine anyone better to do it with!
HUGE SHOUTOUT to Jonny Jimison! This man was so helpful in developing the art that you see today. He also contributed some incredible game mechanic analysis that helped shape some of the features in the game. Go check out his Patreon page to stay updated with his fantastic work!
Special thanks to GD Photography for helping us get some video shots for the Kickstarter video.
If you are curious about the awesome shirts I am wearing in the Kickstarter video, go check out Geeky Goodies. They have some awesome gamer shirts and so much more.
Finally, a special thank you to Dakota and Jason. These guys were the early playtesters that rocked out a game every day during lunch for months. I couldn't have gotten the game anywhere close to what it is now without their help!
Thanks to SoundBible for the sirens and the nuclear explosion sounds!
- (30 days)