THANK YOU BACKERS!
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Small Box Games is proud to present The North, a 60 card, combo building game for two players utilizing multi-use cards, deck building, and hand management. By reprogramming Ancients in the Wastes, building Facilities, and powering up Nodes, players diminish the other player's points a variety of ways, and accumulate points at the end of the game for the cards they acquired and used.
Illustrated by Aaron Nakahara, designed by John Clowdus, & published by Small Box Games.
You should probably check out the FAQs at some point, especially if you're not familiar with Small Box Games and/or you're an international backer!
This is a short, 8 day project with clear goals and an achievable funding goal. By backing this project, you'll receive either a physical and/or print and play copy of The North, plus any unlocked Stretch Goal content.
Shipping Costs for physical Rewards are as follows:
Single Game Pledge: Domestic $3.00 || Canada $10.00 || Rest of the World $13.00
Multiple Game Pledge: Domestic $6.00 || Canada $16.00 || Rest of the World $23.00
Yeah, I know, international shipping sucks. I wish it didn't. Please check the FAQ for more information.
In The North, players will take turns Reprogramming (acquiring) Ancients from The Wastes (a selection of 4 available Ancient cards in the middle of the play area) and playing the cards they've acquired several ways. Each player will form a Deck throughout the game. The Ancients they Reprogram are multi-use and double sided, with the back of each Ancient featuring a Facility.
(You can find full rules and videos on smallboxgames.com soon)
On a player's turn, they shuffle their hand, Deck, and Discard, then draw 3 cards from their Deck, and use 3 of the following Directives (they may use a single Directive up to twice):
- Discard an Ancient from their hand to Reprogram (move that card to their Discard) an Ancient in the Wastes of a different Value (0, I, or II) and use that Ancient's Spark Ability (each Ancient has a Spark Ability that is tied to their Value).
- Play an Ancient from their hand to their Zone (the player's play area) and use its Protocol Ability (each Ancient has a Protocol Ability that occurs when it enters the player's Zone).
- Discard an Ancient from their hand to play the top card of the Wastes Deck as a Facility to their Zone(like Ancients, Facilities have a Protocol Ability).
- Discharge their Node for an effect (each player has a two sided Node card that can be Charged (rotated), and when Discharged (flipped), provides various effects based on the level when Discharged).
In The North, any card played to the player's Zone remains there until the end of the game, unless moved by an ability. When a card in a player's Zone is flipped, the new side is treated as being played, and triggers its Protocol Ability.
Each player begins with 40 points. Throughout the game, each player will do things to cause the other player to lose points. At end of the second player's turn, if either player is at 0, the game ends and scoring takes place (having 4 or fewer Ancients remaining in the Wastes Deck at the end of the second player's turn also triggers the game end). Players then score points for cards in their deck and cards in their Zone. Cards in a players deck award points equal to their Value, while each card in a player's Zone is worth 1. The Player with the most points at the end of the game wins!
At its core, The North is a game about maximizing your turns. Taking your three Directive choices and turning them into as much as you can, while balancing acquiring cards for the end of the game scoring, against causing the other player to lose points.
The North was completely designed as a two player game. However, while designing and playing the game, I realized it would be fairly easy to include a solo mode. I didn’t want to get people overly excited about solo play, or market this game as a one-two player game, because that’s not the focus of the design. It’s a two player game. However, you can play it solo with solo mode rules.
But just to say it one more time. The North is a two player game. It has a playable solo mode (which is actually pretty fun and challenging), but you’ll get the most out of the game with a physical opponent.
My goal for this project is to get The North into as many hands as possible. But, I know that this, or any Small Box Games project, is never going to be the biggest project ever. With that being said, the funding goal will allow me to produce and ship around 350 copies of The North to the backers of this project.
The project had such an amazing first day, backers unlocked all of the Stretch Goal Content! While they are pretty cool additions to your copy of the game, they won't affect the gameplay, but will hopefully convey a bit of thanks to you, and the other backers of this project, helping it overfund. Every unlocked Stretch Goal in this project will add a physical Kickstarter Exclusive item to your copy of The North.*
*Note that digital copies of these items will be available to future owners, but backers of this project will receive physical copies of these items in their Kickstarter copy of the North.
Whether you’ve been around since 2007, or you’re just now finding out about Small Box Games, thank you for taking the time to check out this project!
Small Box Games is a one man show that I started in 2007 with a pretty simple vision: make small, unique, domestically manufactured card games in small print runs. Over the past decade plus, I’ve managed to stay pretty true to that vision with Small Box Games. While I stepped away from Small Box Games in 2017, I am beyond excited to be releasing the first Small Box Game title in two years. I have missed this, and it feels good to be doing what I love doing again.
To all of the Small Box Games fans, customers, and long time backers, thank you for your continued support of what I do.
Risks and challenges
Like all Small Box Games' games, The North will be manufactured domestically.
I do my very best to mitigate any risks associated with manufacturing games. I've built solid relationships with several state-side manufacturing companies, and after 15 previous successful Small Box Games Kickstarter projects, I've come to know what to expect regarding quality and turnaround time.
Of course, there's always the risk of something unforeseen happening during the manufacturing process. Kickstarter gives me the tools to keep in contact with backers, so I can keep them updated of all aspects of production, each step of the way.
I'm already working with the manufacturers for The North, so that when this project ends, all I'll have to do is tell my printers how many copies I need manufactured, helping to streamline the production process and hit the project's reward delivery deadline.Learn about accountability on Kickstarter
- (7 days)