About this project
In the golden green woodlands of the Alpine Slopes, stands Bethel Woods; an orphanage once explored by young, creative minds pushing the limits of space and time, gravity and light. But when an ominous force invades the world, Bethel Woods becomes a distant memory, lost inside the thickets of the forest.
Now a group of young people, wearing the crest of the orphanage, return to finish the work that was started long ago. They must work diligently, however, to repair and restore the machines scattered throughout the forest, before the ominous force finds the technology and destroys the only chance the world has in surviving.
Your aim is to co-operate in moving six workers with the required knowledge into the orphanage to construct the Daydreamer and save the inhabitants of Bethel Woods.
All players will either win or lose together.
Throughout the game, you will be moving workers among the six gigantic machines to fix the never-ending flood of malfunctions. To make matters worse, spies are trying to sneak in to cause havoc and push machines to go critical.
Will you stand and fight for survival, or let Bethel Woods and all its mysteries become a distant and dark memory?
On their turn, players must pick up all workers from one of the six machines surrounding Bethel Woods. Moving either clockwise or anti-clockwise around the board, they must drop off one worker on each adjacent machine. As workers are placed, players may fix malfunctions of that worker's type (Mechanics fix mechanical malfunctions). Fixed malfunctions are removed from the board and placed in the active players supply as Knowledge.
Also on their turn, players may use their last placed worker to uncover a spy or construct the next piece of the Daydreamer. Each player also has a unique character ability to use once per turn.
After each player's turn, 3 more malfunctions are randomly drawn and added to the board. If a machine ever has more than 3 malfunctions (or 2 malfunctions and a spy), it goes into a critical state. During setup, each machine is dealt a unique critical condition tile. Once activated, these push the situation from bad to worse. Also, during any turn where at least one machine goes critical, a new spy is added to the board. Spies are hard to remove and cause machines to go critical more often.
Players need to move 6 workers into the orphanage to construct the Daydreamer. This is done by spending increasing amounts of knowledge. The first worker needs just 1 knowledge of their type, while the 6th workers needs 6 knowledge of their type.
Players lose the game immediately if:
- There are no malfunctions left in the supply when placing them
- There are 4 critical machines at the end of any player's turn
- There are ever 6 spies on the board
1 Game Box
1 Illustrated Rulebook
1 Game Board
1 Drawstring Bag
8 Character Boards
1 Quick Reference Guide
6 Daydreamer Tiles
6 Critical Tiles
12 Worker Miniatures
Note: Rahdo misunderstood how Workers should be placed into the Orphanage. Fortunately this doesn't detract from the overall feel of the game. However, here is the correction: Players may place their final Worker on a Machine, OR into the Orphanage. They aren't placed on a Machine, then shifted into the adjacent space on the Orphanage (as Rahdo illustrates). See page 7 in the rulebook for an example of this.
To compliment the game and enhance the experience, Jessy Ribordy will be writing an instrumental soundtrack. This will feature 10 songs and be available for digital download via Bandcamp in MP3, FLAC and a variety of other formats. You can pledge for the soundtrack with or without the Bethel Woods board game.
Listen to an early demo of the song "Relics" above.
Should we exceed the main funding goal, the stretch goals below will also be included at their indicated funding levels. Additional stretch goals will be added as earlier ones are unlocked.
A black cotton, drawing-string bag will be included in the box. This can be used to draw malfunctions from during play. Also makes for a faster setup time.
All cardboard components will receive a linen finish. This adds to the visual appearance and feel of the game.
The six Spy tiles will be upgraded to larger, circular tiles. They will also feature more original artwork from Emma Weakley.
A new Character Board will be added to the base game:
Rone may discard any 2 different Knowledge to avoid placing Malfunctions after his turn, on a Machine of his choice.
A new Character Board will be added to the base game:
Fare may discard any 1 Knowledge to uncover a Spy on a Machine adjacent to her last Worker.
Player Aids will be printed on the backs of Character Boards and a new Quick Reference Guide Board will be added to the game to help with setup and identifying the effects of critical conditions.
Bethel Woods is an orphanage inside Jessy Ribordy’s novella, Hours. The story was unveiled as an audiobook in conjunction with a full length album from Jessy’s band Falling Up. The two mediums worked together to tell a mysterious story of a young boy named Seth. Seth grew up at Bethel Woods orphanage knowing nothing of the outside world. His curious and brilliant mind pushed him to explore beyond the limits of space and time, gravity and light. However, even his greatest discoveries couldn’t outweigh the losses he had to carry. Driven by a desire for answers and justice, he left Bethel Woods.
Many years passed, but after foreseeing a great and terrible danger, Seth returned to Bethel Woods. He constructed six gigantic machines meant to protect and sustain the orphanage against the outside world.
Yet our story begins decades later. The machines are now breaking down while a dark and ominous force seeks to destroy the secrets hidden within the alpine slopes of Bethel Woods. With time dwindling away, a new group of heroes are forced to arise.
Shem Phillips has been designing and publishing games under the Garphill Games' brand since 2007. He is most commonly recognized for his work on the North Sea series, including Raiders of the North Sea. Shem takes pride in producing beautiful games with interesting mechanics.
Jessy Ribordy is an author, songwriter, musician and producer from Oregon, USA. Over the past fifteen years he has been involved in various musical ventures including Falling Up, The River Empires and The Gloomcatcher. He has also produced music for films, games and a number of commercials.
View Jessy's page at www.jessyribordy.com
Originally from South Africa, Emma Weakley is an illustrator now living in Waikanae, New Zealand. Her first book, Jack and the Beanstalk was published in 2010. She has since written and illustrated a number of different stories, as well as taking on a wide variety of other jobs. She won the Sir Julius Vogel award in both 2008 and 2014, for best professional artwork. She enjoys using a mixture of traditional drawing and digital painting.
View Emma's page at porceliandoll.deviantart.com
Jeremy Gosser has worked as an Art Technician for 16 years and is presently employed at Murray State University in the USA. Jeremy took up 3d modeling a couple years ago with a focus on designing for 3d printing.
View Jeremy's page at timeportalgames.com
How to add-on items to your pledge:
When making your pledge, simply add the additional amount for the items you want to include. Make sure this is in NZD. Also, if you are pledging outside one of the free-shipping zones, be aware that you still need to include the additional 10 NZD. However, this is a one-off extra charge - so don’t add additional shipping amounts for any add-on items. You should be contacted within 12 hours of making your pledge to confirm your add-on items.
Risks and challenges
Having crowdfunded games in the past, I realize it can take a while from project start to completion (you getting your games). My goal is to have all games sent out before the end of April 2017. Project backers will be notified should this be delayed.
You can view my last project here -
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