The Knights Templar once wore steel armor and rode warhorses, but now wear motorized suits festooned with advanced weaponry and ride walker mecha. The Grand Master of the Order has launched a crusade against cyborgs, for the fantastically expensive bionics shift the balance of power to the wealthy few who can afford it and taint the purity of human flesh with unholy amalgamations of man and machine.
The Cybersamurai are the noble defenders of the common folk. Their ranks swell with volunteers from many worlds, each willing to serve in the bionic army for the duration of this war in exchange for cybernetic enhancement that will last a lifetime. Those that survive will have an edge over their opponents in war, in business, and in life for decades to come.
Card Sheets: The game will be mailed as five card sheets. It is small enough and light enough that it will mail as a letter, i.e. no customs hassles.
Templarmechs: The monastic and militant Templarmech are obsessed with socioeconomic equality and racial purity. Their army consists of 16 units in two sizes, including the Paladin and Nun with the unique Templarmech-only command Heal.
Cybersamurai: The zealous Cybersamurai believe that cybernetics and bionics will usher in a new era of enlightenment for the human race, and they will stop at nothing to be certain it happens. Their army consists of 17 units in three sizes, including the Ninja and Kunoichi with the unique Cybersamurai-only command Infiltrate.
Setup: Assemble a starting army into three ranks, with three cards in the first rank, two in the second, and one in the third. Note that some units count as 2 or even 3 cards.
Turn Sequence: Play occurs simultaneously. Secretly designate a number of units to either mobilize or activate equal to the number of ranks you have in your army. Reveal orders at the same time. Units execute their orders simultaneous with your opponent's unit of the same order. Each unit may either mobilize (move from its rank to anywhere in an adjacent rank, so long as no rank ends with more units than the rank in front of it) or activate (execute its commands in the order they are listed on its card):
- Melee: damage one enemy unit in an adjacent rank
- Defend: prevent damage to a unit anywhere in your army
- Flank: damage one enemy unit on the outside edge of any rank
- Ranged: damage one enemy unit in any non-adjacent rank
- Heal (Templarmech only): remove damage from a friendly unit anywhere in your army
- Infiltrate (Cybersamurai only): move to anywhere in an adjacent rank (including into an enemy rank), then damage one enemy unit in that or an adjacent rank
- Raid (Techno-Vikings only): damage one enemy unit in any non-adjacent rank, then remove one Honor (if any) from the damaged unit and add it to this unit
Both sides execute their commands simultaneously, but they are executed in the sequence printed. Both sides compare 1st commands and resolve them, then compare 2nd commands and resolve them, etc. Because play happens simultaneously, if a unit is disabled or killed while moving or activated, it still finishes its commands.
Damage: A unit is disabled upon suffering damage equal to its size (1, 2, or 3). Disabled units cannot mobilize or activate, but remain in ranks.A disabled unit is killed if it suffers any damage. Killed units are removed from ranks and added to available reinforcements.
Honor: At the end of the turn, players earn 1 honor per rank in their army. Honor may be saved or spent to recover disabled units or purchase reinforcements. Reinforcements cost the size of the card (1, 2, or 3) plus the rank in which they are to be fielded.
You know how this goes. These are not exact dates, they are estimates. If the printer takes an extra day here or the delivery service takes an extra day there, we can all roll with the punches.
- Game Design: done
- Layout: done
- Alpha Playtesting: done
- Production Test Run: done
- Artwork: done
- Test Mailing: done
- Beta Playtesting: done
- Kickstarter: ends July 27
- Funds Deposit: August 11
- Print Run Commissioned: ~August 24 (depends on artwork)
- Print Run Proofed: ~August 26
- Print Run Shipped: ~August 31
- Print Run Arrives: ~September 5
- Incentives Mailed: ~September 5 (should only take one day)
- Domestic Incentives Delivered: ~September 7 - September 12
- Foreign Incentives Delivered: ~September 19 - October 5
UNLOCKED - Counter Sheet
A smallish sheet with counters for honor, damage, and orders for each of the factions
UNLOCKED - New Faction: TechnoVikings
The TechnoVikings have a long and storied history of raiding other countries from the Valhalla orbital space station. Their faction-specific ability Raid is a modified ranged that also steals banked honor from the unit that it damages. Grab your energy shields, load up the dragon skimmers, and launch for distant shores!
UNLOCKED - New Faction: Gamma/Meta/Star Romans
No army in the history of man has been so organized and disciplined as the cruel Romans. As their own unique faction, the Romans have the faction-specific ability Artillery, which is a modified ranged that can do one damage to two targets or two damage to one target.
$10,000 - Die-cut Cards
This will either require $3000 worth of dies or a modification of the card sheets (and therefore a slight alteration to a few units) so that they can all be cut with one die.
Risks and challenges
1. I must remain sound of mind and body.
2. The various third parties (printers, postal services, etc.) need to stay in business.
It's pretty cut and dry, really. I'm supposed to say something like, "This isn't my first rodeo," and "There could be unforeseen delays," and that sort of thing. But you already know that. I'll do my best to get it out on time, and if I can't do that, then I'll keep everyone in the loop as to exactly what is happening, when, where, why, and how it will be resolved.Learn about accountability on Kickstarter
- (23 days)