About this project
THANK YOU ALL SO MUCH!
Pre-orders will be available soon through BackerKit. I'll keep all relevant information moving through the "Updates" so check there (or leave a comment) if you have a question!
Lead your tribe to explore a new island every game! Build up your civilization with the value of the Carrot, and the help of special Action Cards. Can you conquer your opponents in 20 rounds?
Easy to learn and difficult to master, a standard game can be played in roughly 45-90 minutes; the short version times in at about 30-45 minutes.
Who will come out on top? Conquer your opponents and feast with your tribe!
Check out our Stretch Goal section, further below, for more information on card art upgrades yet to come!
Please use this link to download Rabbit Island's latest rule book! There are several art elements that need to be updated, but this will help you learn how to play the game.
Spanish, French, German, and Dutch language rules will be added after the campaign is over and all final edits have been made to the rule book!
The game consists of three phases -
- Explore the island by placing Map Tiles.
- Establish your presence by settling Camps.
- Create a map of Paths to travel between settlements.
- Move around the island, using your supply of Carrot Tokens to upgrade Camps to Villages, and Villages to Towns, growing both your civilization and carrot stash!
- Need a quick boost? Stop by a Carrot Patch or other Event Tile to refill on Carrots Tokens.
- Collect Action Cards to gain an advantage over your opponents when they least expect it!
Conquer - (Scoring Phase) -
- Players earn Victory Points (VP) from building Camps, Villages, and Towns.
- At the end of 20 rounds of play (20 "years"), the player with the most VP wins!
- Two bonus VP are awarded - one to the player with the most Carrot Tokens, and one to the player who controls the largest Harvest Group (an unbroken chain of territories owned by the same player)!
Check out Update #13 for even more information on the art-related Stretch Goal!
Shipping to everywhere else will be handled by Funagain Games, a highly recommended shipping company with whom we're happy to be working.
The total shipping cost per unit to the United States and Canada is about $12, which we've wrapped into the price of the game on Kickstarter. International shipping is otherwise an extra $5 on top of the reward cost, to help us cover the extra import fees and taxes.
Do not back the $5 Retail Rabbit Reward Tier until you've messaged or emailed Leslie (etalia.leslie[at]gmail.com) to confirm your interest and order quantity!
Special thanks is in order for my game designer & wife, Samantha Et Alia, for developing a wonderful game; and my artist, Amber M. Scharf, for developing our beautiful art.
Both Jamey Stegmaier and James Mathe get a huge thanks for taking the time to encourage and educate a community of designers and creators! Also to Jeff Foxwell, Tim Armstrong (both with RVA Game Design), and Jon Moffat (of Stone Circle Games) for being a source of local support and encouragement.
Major thanks to Joel Finch for helping me redesign certain graphics throughout this campaign page. And to Dave Salisbury of Fan Boy 3 for giving me advice on the retailer option!
I would't be anywhere without the community of inherent educators and creators that comes with the tabletop game boards.
And, of course, all of my wonderful friends for letting me bring the prototype to their game nights, to the fans I've developed over the past 2 years (and over 2 dozen conventions & game events) who have followed our progress, and to my family for being so supportive and encouraging.
Risks and challenges
Over the last few years that I've been developing Rabbit Island as the owner & director of Infinite Heart Games, I've read and learned as much as I can on how to develop a successful game, run a successful Kickstarter campaign, and successfully deliver a solid product.
I learned a lot from our first jaunt, namely that you shouldn't skimp on your art budget. We've dug down deep and funded the tile revamp ourselves, freeing up some of our goal and letting you all see our vision for the game!
I've researched and backed over 2 dozen projects (between my work and personal accounts) and have used my experience with their campaigns to work on the details of my own. I've joined social media support groups aimed at giving advice on Kickstarter campaigns, and have both contributed and learned from first-time and experienced creators.
Finally, I put my trust in my fans and backers - the crowd I've been cultivating these last few years. I expect that with this many eyes on the game, rule book, art and components, that I will be incorporating much of your feedback in the coming months.
I look forward to working with you all, and know that your faith in me and my small team will be rewarded!Learn about accountability on Kickstarter
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