Frequently Asked Questions
Robot High Five is strictly a two person team, consisting of Pete (mechanics/systems and narrative designer) and Sarah (co-designer and artist). We also happen to be life partners.
Pete has a background in the games industry, dipping his toe into games journalism, community management, and video game development before focusing on tabletop game design; he has freely released experimental projects in the past (many of which can be found on itch.io).
Sarah is a person of many talents: singing, photography, fashion design, and visual arts to name a few. She currently runs an online shop for personalized pet portraits, some of which have found shelf space in a few cat-specific Portland establishments.
Both of us possess a love for well designed tabletop games, especially those in the social deduction genre!Last updated:
Pete initially began designing this game in 2014, with Sarah joining on in 2016. The initial inspirations for this game were Pete's fascination with puzzle room style movies, such as Saw, Cube, and Exam, and adoration for social deduction games especially Werewolf/Mafia.
We feel that a lot of recent social deduction offerings have started leaning too heavily into party style games, reducing emergent player storytelling and interactions in favor of regimented mechanics. Our aim with All or One is to give players permission to act and interact in whatever way they prefer, ultimately mixing social deduction with improvisation/role-playing. New players tend to spend their first game or two wrapping their heads around the loose mechanics and lack of turn order, and then begin to realize how freely they can approach the situation within the playground we've constructed.
It's a game designed for infinite replayability with an ever increasing fun factor the more experienced and knowledgeable of the interplay between roles a player becomes.Last updated:
We have decided to go with Print Ninja for all game component printing, and have set our funding goal specifically with their printing quote factored in. Once the production run of the game has been printed, it will be shipped to our personal address from where we will be handling individual shipping to each backer. If this campaign were to become wildly, unexpectedly beyond successful, then we would consider looking into a fulfillment company.Last updated:
The shipping prices are based on research of different shipping companies and methods, as well as comparing to shipping charges by other successful similar Kickstarters.
Based on our expected item size and weight, we believe an estimate of $6 should cover practically all United States shipments. Canada is higher but also has a wider range depending on where in Canada a shipment is going, so we settled on $12, which means we may possibly take a hit on some of those shipments. And all other international shipping can vary quite a lot, though the most popular shipping locations appear to land somewhere between $20-$24, so we settled on $22, which we believe is fair, especially considering that we could certainly be taking the hardest hit (paying out of pocket) on certain international locations.Last updated:
To repeat a bit of the above answer, we are printing in the US and the printer will be shipping directly to us. Due to the size of our expected print run, we would not be able to split between shipping to us and shipping directly from the printer to an overseas facility; not to mention the additional charges that itself would incur. It simply is not cost effective for us to do that on such a small, niche passion project.
Since we plan on shipping everything ourselves from home, our options were to either build the shipping directly into each pledge cost, but we felt it would be disingenuous to attempt to hide shipping charges in this manner and to profit the excess from US based backers paying more than they otherwise would have, or to do as we have and keep the pledge amounts as low as possible and be upfront and honest about the shipping charges per location.Last updated:
We've heard from the EU crowdfunding community that being lumped in with our "rest of the world" shipping charge has been a deterrent for them; we appreciate you EU backers who've supported us nonetheless. After much more research, contacting various parties, and looking into available options, it does seem that our choices are extremely limited. An issue with Kickstarter is that as soon as someone backs at any given reward tier, the project creator's ability to adjust things in that tier become limited, and those limitations only increase as more backers hop aboard that tier; as it is, we literally can no longer separate the EU out from the Rest of the World as a shipping option (we've contacted Kickstarter directly regarding this issue). We've also looked into the possibility of splitting the product shipment to at least make our project EU friendly, however, our printer has corroborated what we already figured on our own: doing a split shipment for a tiny number of units on what is already a small print run will be extremely expensive and not at all cost effective for us. So we find ourselves in an unfortunate circumstance where we cannot meet the lower shipping demand of the EU backers and our only real option is to promise that if we garner a sizable number of EU backers (100 or more) despite our high shipping cost then we would absolutely do a split shipment to at least be EU friendly. Our apologies to any potential or current EU backers disappointed with this decision, we hope we can still count on your continued support.Last updated:
If this campaign is successful, we will likely release the game's rules as an online PDF (in addition to the included booklet that will come with the game). However, in the mean time, you can glean most of the game's rules through the various videos we have on this campaign page (especially the archived live stream of the PAX West live demo).
For those who'd like a brief run down in text form, I'll supply one here:
- Designed for 3-5 players.
- The players are trapped together in a practically exitless room; there is, however, a trap door in the center of the floor. They are instructed that they have a set time limit in which to decide which one of them will be sacrificed through the trap door so the others may be set free, or else if time runs out then gas floods the room and everyone dies.
- Originally the game was designed to be played over 6 rounds of 5 minutes each, totaling a possible 30 minutes of actual play; however, we've been demoing with shorter round times at conventions.
- A number (2 per player, plus 2) of potential roles are dealt face up to the center of the table.
- The potential role cards show a character name and two icons, one of which hints at that character's main victory condition, and the other which hints at what the character is trying to do to earn end game scoring dice rolls.
- Each player is dealt 2 hidden role cards (from a deck only containing matches to the potential roles), and 2 special item cards, and 1 mark card.
- Each player selects 1 of their 2 roles and discards the other face down; each player also selects 1 of their 2 items and discards the other face down.
- The Mark card does not designate a player to be killed, instead it only is relevant to a player if their role or item card use the word Mark; this is because not all roles will act antagonistically toward their Mark, and some roles don't care about a Mark at all.
- Each player is given an action die to roll during game rounds in order to resolve action conflicts; higher roll wins, ties go to a defending player.
- At the beginning of the game and in between each of the 6 game rounds, players will be given one double-sided mental state chit, consisting of an aggression side and a trust side. These chits are used to indicate to other players which mental state is being increased and which state specific actions have been unlocked by the player.
- Mental state specific actions are split between aggressive (some violent) and trust (culminating in potential escape); depending on a role's goal and the player's own strategy in approaching it, they work to unlock their preferred actions by choosing when to increase each respective state.
- The game ends in one of three ways: If a body is on the trap door, the moderator (or any player acting as moderator), asks, "All players able to answer, do you agree to this sacrifice?" If it's a unanimous "Yes" from players able to answer, the trapdoor opens, dropping the body through and immediately ending the game; or if no agreement is reached and the final round timer expires, then gas floods the room killing everyone and immediately ending the game; but there's also the potential that all players can successfully use the escape action, this is not a descriptive escape, it's just an alternative ending mechanic, and if all players do escape the game ends immediately, however, if only some escape the game does continue for those still in the room.
- When the game concludes, all players reveal their hidden role and mark cards. Any player who successfully completed their main victory condition can then check to see which bonus roll conditions they fulfilled, determining how many score dice are to be rolled. If multiple players get to roll score dice, the player with the highest score is considered the true winner.
- Finally, two other important rules to note are that all table talk must be public, no private communication unless a player has the special item which allows it, and the game timer remains hidden during each round, but may be viewed by a player if they have the special item which allows them to do so.Last updated:
Please message us directly and we will do our best to answer your question.Last updated:
We have not made any plans for a Print & Play simply because the game requires more than just the cards, the mental state chits and action dice being the main other components; however, there are alternative options that could be used as stand-ins for those components, so a P&P is something we could look into if there's a demand for it.
We did not want to originally include one as a reward because we would not want to offer any rewards we weren't 100% confident we could deliver on.Last updated:
As with any aspect of the prototype, everything, including the card text, is subject to change for the final product.
One of the questions we've received regarded text-justification, and that (along with many other aspects) is something we will make a style choice and decision on once the final art and text are being graphically laid out. We've used full justification on previous prototype iterations and have found some players prefer it and some hate it, but we have not yet heard complaints regarding a standard justification as we use on the current prototype (and samples seen in this campaign).
We certainly welcome comments and criticism regarding the current mock-ups, but ultimately it will be a stylistic choice we make as we work up the final cards.Last updated:
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