Frequently Asked Questions
No need to be sorry! Getting your wordplay just right can be a huge pundertaking.
So, first thing I want all backers to be clear on: We're not going to compromise the vision of the game for visual gags that are only meaningful to a few. Instead, this is an opportunity to participate in our creation process and help create some really cool designs you know you were part in making.
After we receive the reference photos and a brief description of what sort of powers the backer would like their minion to have, we'll go into a design phase. The minions need to complement each other in deck, and enhance the balance of the game, so of course, final decisions will go to the design team. However, backers will receive a sketch of their character for revision notes, we'll incorporate the notes, and produce final lines for approval. For coloring and other details we will consider preferences, but will need to work with the contents ultimately.
The goal is to create a suite of awesome characters to battle against in Raid Boss for everyone to enjoy! Please refer to the campaign graphics or our Facebook page for more detailed examples.Last updated:
While this is subject to minor revision, Hero and Boss cards are 8.5" x 5.25". The special lamination adds another 2-3 mm around the edge.
Boss Deck cards are standard CCG size, 63 x 88 mm. We prefer this size for shuffling and sleeving (if desired).Last updated:
Once players have learned the rules, a typical game of Raid Boss takes about an hour, to an hour and a half. Some players want to get through a game in about half that time, so we developed "Adrenaline Mode" where games can be completed in about 45 minutes.
Why is it a stretch goal? Short answer: It takes many development hours to playtest and hone a modified ruleset so it feels as complete as the standard ruleset.
Long answer: As an official ruleset, we need to go through and playtest (and blind playtest) a substantial amount to feel proud of including it in box. Some bosses and heroes require additional tweaks to make sure their Standard and Adrenaline efforts have the same sense of challenge, progression, and discovery. Also, Raid Boss has a *lot* of variables, and while we want you all to try and exploit the mechanics the best you can, we realize anything that's broken (even in players' favor) can dull the fun.Last updated:
Those may receive revamped nomenclature, but as is, they're pretty self explanatory. Heroes in Raid Boss can occupy 1 of 4 positions, 1 being the first and 4 being last. The game mechanics consider order and adjacency. The tiles keep the gameplay fluid, because either players or Boss can affect the positioning, and when a hero moves, everything associated with them moves too.
That includes the Boss Card they are facing, their own Hero Assist token, plus any buff or debuff tokens. You'll notice the indented sides on Position Tiles, which let you pick them up easily to swap or slide your heroes around, even if they're pressed side-to-side.
They are the same thickness as the game board, and will have integrated artwork.Last updated:
Yes! Ours are broader and thicker with a tighter fit, which specifically works because Raid Boss character cards undergo a thick lamination that keeps the cards immune from wear that the more rugged sliders would inflict on bare cardboard.
We like this option because players are frequently moving and sharing information, snacking and drinking, and flipping their character over to check the included supplemental information off-turn. We never want to pause the action because some stats were jarred, or because a player needs to consult the rulebook mid-game.Last updated:
Once players have become experts with their favorite characters, they may want to mix up how that character plays, or shift the character's role based on the team composition versus the Boss's puzzles. Like gaining dice, Skill Tree cards are a form of character progression, but further, modification.
For instance, the Nizari has no healing in his default kit. Certain Skill Cards may allow him to convert damage to healing at the expense of his Vanish technique. Or, his ability to Cheat Death is usually impaired by having too high an HP pool, which is limiting on certain teams, so you might level into a Skill Card that modifies that mechanic.
It's a beefier stretch goal because there would be considerable development in the balance (the concepts and materials are already there), and additional art assets would be required. It's a great addition for players who become really loyal to a few certain heroes, or who love deep team-building!Last updated:
Yes! We don't want to give anything away, but there are major events in the fiction that change how you know and experience the characters, and substantial new media that indulges that narrative.
Also, the Raid Boss ruleset is highly modular, and you can expect cross-over characters and events from some of your other favorite indie games in future installments. Additionally, your original Raid Boss set will always be compatible with future content.Last updated:
In your standard game, each Hero comes with 1 Booster, and 2 Temporal Shards. Each can be used once per game, *instantly* (like a Hero's Assist), to do the following:
Booster: Add +1 to a die you rolled
Temporal Shard: Re-roll a die you rolled
These items have a variety of uses for players to discover. Most basically, they can be used to even out an extremely unlucky turn, but clever players will find ways to break the odds in their favor or modify their character's kit.Last updated:
Since Raid Boss is cooperative at its core, no additional rules are required, players will just need to handle more Heroes:
4-player: 1 hero each
3-player: 1 hero each, and the most experienced player has 2, or, rotate control of 4th hero each round (especially suitable if you make the 4th a support style character)
2-player: 2 heroes each
1-player: Command the whole team! This is a great mode for players that enjoy the number crunching and battle puzzles of SRPGs, like Final Fantasy Tactics, Disgaea, King's Bounty, etc.Last updated:
We understand this concern completely. There are primary design elements that alleviate that tendency.
One, there is *just* the right amount of hidden and stochastic information in the game that it is rare for a single solution path to be guaranteed optimal. Usually, there are 2-3 plays that feel strong, and it boils down to the active player's preference how to proceed. Raid Boss gives you plenty of reactive options to deal with problems you didn't expect.
Secondly, Heroes are not simple, mechanically binary sets of options. There intricacies to discover, and generally, players will need to investigate their own options (which includes consulting their Hero's flipside) before worrying about anyone else's character. Players should play according to their personality (risky, conservative, defensive, offensive, etc.) because usually each play has merit.
Thirdly, the game flow and phrasing promotes players to announce their problem, and for others to respond with their possible solutions. Since the puzzle-solving is truly collaborative, off-turn players can announce their solutions with caveats (i. e., "I can prevent lethal but my healing will be stronger after my own turn"), so team-based negotiation and risk-bearing can determine the ultimate sequence.
There are, however, certain limitations to cooperative design, and if you have players more interested in winning statistical debates than having group fun, or who can't abide an improvised rivalry between Hel Ursa and Talus for fiddling with each others' skills, then, well, we can't profess to be for everyone.Last updated:
The board and many of the tokens are for visual convenience/enjoyment and to help players organize their strategies. It is certainly much more fun to play with a full spread and all the pieces, but experienced players could probably pare it down to just the following (if they're willing to do some floating math in their sequencing):
- A stack of 5 character cards (4 Heroes and a Boss)
- The standard stat trackers
- The Boss's deck (26 standard cards)
- 10-12 dice (in 2-3 colors, depends on heroes)Last updated:
I can't read some of the character card info; is there somewhere I can see hi-res versions of the characters or artwork?
Be sure to check our Facebook page, we frequently post character cards and development artwork:
Also, you can see loads of uncropped artwork at Dane's artstation galleries:
Raid Boss has been in development for over 2 years. Bear in mind, these are not hobbyist years, these are committed full-time years spent by people who want this game to be both an achievement, and a launching point for the Incarnate universe that will be enjoyed for decades to come. We will continue to improve Raid Boss with iterative revision until it gets sent to the printers.
The world and fiction of Incarnate has been in development for over 7 years.Last updated:
Berdea has floppy ears like a lop bunny (making that column of silver rings, well, earrings!). They're furred, which is why they're the same color as her hair.Last updated:
I'll just address the bulk of Berdea questions, of which these are a smattering,
- does she have two sets of lungs (or other organs)?
- why is her torso so conspicuously humanoid?
- what's her face like under the mask?
- is she a dragon?
- does she have a butt? If so, how does it work?
- can she fly?
...thusly: Berdea is a principle creator like Akeri, Reika, and Tyr. She is chimeric and her physiology, while grounded and justified within the fiction, is not limited to our earthly parameters. If in your imagination you've already visualized what you think the answer is to any of those questions, it probably is that answer.Last updated:
While we have no doubt that intrepid players will devise their own house rules that facilitate a player-controlled Boss, Raid Boss is designed for the Boss to challenge the players autonomously.Last updated:
Currently, Raid Boss includes a compliment of Boss Effect tokens (the ghoulish skulls) with 1x or 3x variants. While the bosses have unique mechanics, the specifics of that mechanic lie with the Boss, and the heroes just need to know that the Boss has done something to them, and how many times. So the skullish tokens work for all Bosses.
Naturally, it's more fun when the artwork and theme embellishes the game's fiction, so if we hit that stretch goal, we'll produce unique artwork for each Boss token that reflects their particular skillset.Last updated:
The new Achievements Board has a lot of stuff that could use more explanation. $9k, $10k: Boss Defeat Cards?
It sure does! I'll just go over each node individually:
$9k - Tabletopia conversion. Players can demo the game on Tabletopia.com.
$10k - Boss Defeat Cards Narrative Cards: Players at some of the live demo events have requested more fiction and stage-setting content, in particular, with how you engage the Boss. Raid Boss has a deep and comprehensive backstory, and we're always looking for opportunities to expand that lore in-game. For this, when you've dealt lethal damage to the Boss (and initiated their Last Stand event), first you can reveal the Defeat Card for for additional fiction that prepares players for the sort of danger the Boss is about to release.Last updated:
Similar to the Boss Defeat Cards, players may elect to add these cards to the Boss Deck to bring players into the fiction, setting the stage with the personality and objectives of the enemy they'll be facing. Of course, experienced players that are either well-versed or simply not interested in the game fiction can remove them from the Boss Decks.Last updated:
Bosses currently have 3 Last Stand cards each that players randomly draw and reveal once dealing lethal damage to the Boss. Last Stands are mini-events that present a novel and thematic challenge for players that make finishing the game all that more satisfying. The reason we offer three is so that players need to vary their strategy for ending the game, and a fourth just makes it tougher for players to lock down a guaranteed victory.Last updated:
Boss decks consist of 21 Cards, containing Easy, Medium, and Hard cards. As players fight through the rounds, the Boss Deck may re-shuffle and players will have a good sense of what they will be facing. Experienced players that have developed a good team/strategy for certain bosses will appreciate the new Ultra cards that will mix up your expectations for the final boss phase.Last updated:
This Achievement Node is still being developed! The main design note currently, 'Totally cool and basically every player will love it".Last updated:
No, it's quite cool and striking, and won't simply be flat colored shapes. The layout of the board is undergoing a couple revisions that depend on a larger sampling of playtests and packaging/manufacturing considerations. Certain Boss Card elements may be transferred to the board to increase game flow. All that to say, that while character art and such can be cropped differently, the graphics on the board require a bit more finalized layout dimensions to commit to something with the same level of illustration as otherwise exhibited.
But rest assured, it will be posted for all our backers as soon as further details are solidified. And everyone should expect that the board, the Hero Position Tiles, tokens, and Rulebook to receive the same final polish and thematic fiction-building as the rest of Raid Boss' creative assets.Last updated:
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