Rail Raiders Infinite is a chibi sci-fi western board game for 2 to 4 players. Raid the Interstellar Express space-rail to earn loot, infamy, and the ire of C.O.W. and the Galactic Central Bank. In order to loot the train you’ll need to first dispose of the meddlesome Tinstar Lawbots, who will do everything in their power to stop your heist. Team up with other Raiders, or do what bandits do best, double-crossing them when their chips are down. Anything goes when you’re out to make a big score!
Only $50 to get everything shown below!
In Rail Raiders Infinite, players assume control of a bandit raiding the Interstellar Express space-rail. Raiders move from car to car searching for loot. The player who gets the biggest haul of double-dollars before the train makes it to the station wins the game. Combat and other actions are determined by rolling a “hand” of five or more custom poker dice. The player who scores the highest hand wins the roll.
Train Cars, except for the locomotive and caboose, always start the game face down showing the roof side of the car. This way raiders don’t know where the richest opportunities or the most Law Bots are beforehand. When a Raider moves onto, or starts its turn on, a face down car it may turn that car face up. Once a Train Car is turned face up, then Loot tokens are placed on the car and Long Arm of the Law cards are drawn equal to the numbers shown on the car.
Each player takes control of a single Raider. Each Raider has a model and a card with a unique ability which only that Raider may use. A Raider may take three actions during its turn from the following choices: Move, Search, or Showdown. Any action type can only be performed twice during a player’s turn. So while a player gets to take three actions only two of them can be the same type of action.
- Move: The Raider may move to an adjacent train car.
- Search: The Raider may reveal a Loot token and draw the number of Loot cards shown. A Raider may not Search if a Lawbot is on the same train car.
- Showdown: The Raider gets into a shootout with Lawbots or opposing Raiders!
At the beginning of a Raider's turn, a High Noon card is drawn. High Noon cards have special effects which may affect the turn's game play. Additionally, the High Noon deck serves as a timer for the game. Once the High Noon deck has been exhausted, the train has reached the station and the Raiders need to jump off the train or be captured!
Long Arm of the Law cards tell you how many, and what type of, Lawbots to place on the train car. Some Long Arm of the Law cards even have special effects that may swing the tide of the game allowing Lawbots to roll more dice, gain rerolls, or even speed up the train!
The goal of Rail Raiders Infinite is to Loot. This is a train heist after all! Each train car has a number of opportunities to loot. However, you may only loot once all of the Law Bots on a car have been eliminated. Loot can include equipment and weapons, or the all precious Double-Dollars!
Rail Raiders Infinite dice are used to resolve shootouts and other situations within the game. Each die features six values: 10, Jack, Queen, King, Ace, and Joker. Players roll a hand of five dice and then attempt to make the highest poker hand from the results. The player with the highest hand wins!
Typically players only roll five dice. However, special circumstances may give players additional dice. Players can also use a Joker result as any value, significantly increasing the likelihood of a good hand. Some bandits and items of loot also have unique effects which occur depending on what was rolled. A good poker player always rolls with an eye for the best advantage in the given situation!
The above video covers core concepts and walks you through a basic Fight. It is important to note that the video was shot using our playtest prototypes and are NOT final components. Also, a few of the rules have since been adjusted slightly.
Anthony, Dave, and Deke from Ninja Division Publishing all sat down with our playtest paper copy of the game and spent and hour of shoot outs and looting. We had a great time playing and we hope you enjoy watching!
It is important to note, that none of the components we used are final components, and that aspects of the rules may change.
As our pledge total increases, we have the chance to unlock more free stuff for backers. Each time we reach a target dollar value, a stretch goal will unlock, awarding new items for the backers!
Raider pledge receives ALL Space Cowboy stretch goals!
“I say, I do so wish these Tinstars made for better sport.”
“Do not fear citizen, no one would be foolish enough to attempt to rob this trai-- wait, what’s that . . . .”
“I don’t know what was more unsettling, the way he whistled before the gunfight, or the way he cackled during…”
"Ace up your sleeve?"
All space cowboy pledges will receive double the lawbots from the core game—another 14 Lawbots! You'll also get a brand new scenario designed for the extra Lawbot mayhem. Prepare yourself, we may not make it off this train alive.
“That masked squirrel-fox-cat-thing is the greatest fighter I have ever met!”
"We defend the frontier."
“Ain’t no tin-plated Lawbots gonna ever outdraw me!”
All Space Cowboy Pledges will now receive sculpted plastic Double-Dollar tokens!
All Space Cowboy Pledges will receive two Lawbot Cavalry Captains and three Lawbot Cavalry Soldiers!
“Those who tell you never bring a knife to a gunfight have never seen me in action.”
All Space Cowboy Pledges will receive Rail Raiders Infinite themed card sleeves!
“Shiny. Let’s be bad guys.”
"Citizen, your bodily functions have ceased operation. Initiating respectful disposal protocols. Your registered next of kin have been billed."
“Love and peace!”
The Pallbearers get a new pose. The new pose will be part of Old Tyme Religion and the free ones included with Space Cowboy and Raider pledges (if unlocked).
No Raider worth their double-dollars shares their dice. Hoard all the dice for yourself! But a Raider's life isn't all heists, sometimes a nice game of dice is required to unwind. In addition to the dice, backers will receive a print copy of Huckleberry's Riverboat Roll dice game. This dice game of wagers, bluffs, and strategy uses both your Rail Raiders Infinite dice and your plastic double-dollar tokens. Don't just read about the favorite dice game of Raiders throughout the outer rim, play it too!
"You're no good to me dead."
This dealer chip is a special gift to backers as a thank you for supporting Rail Raiders Infinite and making this Kickstarter an incredible success!
Head on over to our facebook, and post one or more names for a space train worthy of joining the Interstellar Express. Your space train's name will be entered into the official C.O.W. logs as a train for the Interstellar Express. You may even see it featured in fiction or scenarios one day! Once we have 200 out-of-this-world space train names, the dealer chip will be unlocked! This is a family game, so remember to keep the names appropriate. ;) Suggest as many names as you want!
The Law Bot Lock Box will store all of your delicious extra goodies! How do you get it? Glad you asked. Visit our facebook page, and provide one or more names for wanted outlaw gangs. Not individual raiders, we're looking for the whole crew's name. Once again, this is a family game, so remember to keep the names appropriate. ;) Suggest as many names as you want, we unlock at 500!
To get optional purchases, just add the cost to your pledge. After the campaign, we will verify what items you want through our store based pledge manager.
Late into the last century, as the rim worlds were suffering like never before, C.O.W. saw the spreading death and disease as a destabilizing influence. Too much much despair, and rebellion was soon to follow. The good citizens needed to know that C.O.W. cared. Thus, C.O.W. established The holy institution known as the,Morticians Occidental Order. The Holy Order of M.O.O. would save your soul—for a small tithe.
Of course, no right-minded human wanted to go near an outer rim "citizen." But that didn't really matter, thanks to Professor Zep's Lawbot Preachers and Pallbearers who did all the soul-saving needed, thanks to their state-of-the-art Good Faith 2853 operating software.
The Holy Order of M.O.O. Guiding you on your path while you are here, and into the hereafter.
Informationen zur deutschen Edition
Die deutsche Edition ist identisch mit der Ausgabe, die von unseren Partnern von Ulisses Spiele in den Handel gebracht wird. Das heißt, dass wirklich alles auf Deutsch sein wird! Die Regeln, die Karten, die Box, ja sogar die Miniaturen! Na gut, die Miniaturen vielleicht nicht, die enthalten nämlich keinen Text, aber ansonsten wirklich alles, inklusive der Stretch Goals!
Shipping will be charged after the campaign through our store-based pledge manager, based on the actual cost to ship your pledge and any additional rewards you select.
To help minimize your shipping and customs costs, we will ship rewards to multiple international shipping hubs at our cost. These hubs will then ship all rewards to backers in their region. Currently we have shipping hubs in Boise (USA and rest of the world), Canada, UK, (UK & European Union), Australia, and Hong Kong (Asia Pacific and Oceania, except AU). Depending on your region, this will help reduce or eliminate any additional import duties you will be required to pay.
Our current estimate for shipping costs are listed below.
- Africa: $70 to most countries
- Asia: $10 - $15 to China and Hong Kong, $30 - $40 to most other countries, $50 - $60 to Russia and Israel, $70 to Turkey, We cannot estimate Malaysia.
- Canada: $10 - $20 to most cities.
- Europe: $15 - $20 to Germany. $15 - $30 to most other countries. $30 - $50 to Scandinavia, Estland, Lettland, Latvia, Bosnia/Herzegovina, Croatia, and Serbia. $50 - $60 to Bulgaria, Lithuania, Romania, and Iceland. $70 to Greece and Ukraine.
- Latin America: $50 - 60 to most countries.
- Oceania: $15 - $30 to Australia. $30 - $40 to New Zealand.
- UK: $10 - $15 to most cities.
- USA: $10 - $15 to most cities. $30 to Alaska, Hawaii, and Puerto Rico.
These estimates are based off of the base game + two expansions.
Please note that these are ESTIMATES ONLY and may change as we unlock more items or if you purchase additional rewards.
All pledges which are finalized after the pledge manager deadline (i.e. late) will ship from the United States, and will likely incur additional shipping costs and potential delays depending on your location. Packages which were undeliverable due to an incorrect or incomplete address being provided, or failing to notify us in a timely manner of a change of address, will incur additional shipping costs in order to be reshipped. Due to complications with shipping large packages, we cannot ship to PO Boxes.
Please read our Terms and Conditions below for additional shipping information.
Risks and challenges
This is Soda Pop Miniatures & Ninja Division's fourth Kickstarter. We are very experienced with the production and manufacturing of miniature board games. However, there is always the possibility of delays in any project, including:
If you would like to see how we manage our Kickstarters, we encourage you to visit our previous Kickstarters, Super Dungeon Explore: Forgotten King, Super Dungeon Explore: Legends, and Ninja All-Stars.
We currently are still in development and production for Super Dungeon Legends. Key development personnel are different between the two projects and they are being worked on independently. One will not affect the other.
Refund requests made within 60 days of the campaign’s end are made through Stripe, directly to your credit card, fees included.
Refunds requested after 60 days are made through Paypal only, less Kickstarter and payment processing fees, which we cannot get back.
No refunds are possible if requested eight weeks before the Kickstarter's actual shipping date, since at that point we have already begun packaging pledges.
TERMS AND CONDITIONS
By pledging on this Kickstarter you acknowledge the following:
1. Items shown during the Kickstarter are prototypes and the final product, including models, look, materials, and other content may vary from those shown while the Kickstarter is active.
2. You must confirm your pledge and pay for shipping charges within eight weeks of our email notification asking you to confirm your pledge. Timely shipment cannot be guaranteed for backers who fail to confirm their pledge and/or fail to pay shipping.
3. It is Soda Pop Miniature's responsibility to ship your rewards to you. It is your responsibility to provide Soda Pop Miniatures with a correct address in a timely manner, and to ensure that the provided address is deliverable by normal methods and standard regional postal services. You accept that the shipping date is only an estimate, and that due to the logistics of worldwide shipping, backers in different countries may receive their rewards sooner than others, or that the product may make it into distribution in your own country or into special promotions before your reward arrives. Further, you agree that you are responsible for import duties or any other duties, taxes, or fees that may be payable to complete delivery of your items.
4. You have read and agree to the shipping details provided in the Shipping Information section.
If you do not accept these terms, please do not pledge and wait for retail release. Thank you for your understanding.Learn about accountability on Kickstarter
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