Allegiance: A Realm Divided (Canceled)
A fantasy tabletop board game / card game of strategy and tactics, where players assume the roles of powerful warring heroes
After a great deal of thought and reflection, we have decided to make the tough decision to cancel this Kickstarter campaign, spend time retooling it, and re-launch in the near future.
We have been working very hard to add more value to the existing campaign, incorporate your feedback, and provide you with as much information as possible. Unfortunately, the reality is that we made some mistakes early on with our Kickstarter presentation that we don't believe this campaign can rebound from. Among other things, we didn't provide enough information initially and failed to accurately demonstate the value in the box, we didn't arrange for demo versions to be reviewed, and we didn't estimate our shipping costs accurately enough. In short, we had made sure our game itself was awesome, but our marketing plan was lacking. As much as we can improve upon that now, nothing will regain the loss of momentum we experienced early on.
In life it is key to learn from your experiences (good and bad), and we know that we can do better. We know that if we take the time, we can come back with an effective Kickstarter campaign, with great deals for our backers, more exclusive rewards, better stretch goals, etc., and that we can generate the momentum needed to get Allegiance funded and into our backers' hands.
We are extremely grateful to all of our supporters so far, and have appreciated the kind words and valuable feedback alike. We know that we have a great game on our hands and we think that you early supporters can see that too. We owe it to everyone to do this right! Allegiance will be back soon, and we will keep you updated with details moving forward.
Be sure to look for future updates through this campaign with progress about the relaunch, and please follow us on Facebook (UnderGrndGames), Twitter (@Undergrnd_Games), and at www.ug-games.com.
Thank you again for all your support, and we hope to see you again soon!
Paul, Adrian, & Alex
Civil war has been raging for years in the once mighty realm of Anstrus. With the continent’s remaining civilization on the brink of destruction, hordes of invaders from a mysterious and distant land have now joined the fray. Out of the turmoil and desperation, powerful heroes from the various nations have emerged - some to fight for their homeland, others to fight for their own devious purposes.
Allegiance is a fantasy-themed, self-contained, strategy boardgame for 2 to 4 players, featuring stunning art by industry-leading fantasy artists such as Michael Komarck, Daarken, Igor Kieryluk, and many more.
Play as one of many powerful heroes in the war for the continent of Anstrus. Customize and level-up your hero as you invest in their abilities, and commandeer the aid of other inhabitants of the land. At each turn in this fast-paced game of tactics you must decide: Do you unlock another of your hero's game-changing powers? Enlist troops for immediate aid? Or save your gold to surprise your opponent with tricky and unexpected action cards? With dozens of unique matchups between the heroes, and hundreds of possibilities for 3 or 4 player games, the answers to those questions will never be the same twice!
Our goal with Allegiance was to create a fun and skillful strategy game, with room for interesting interactions, a lot of back and forth, and a great depth of play. We made sure that strategy, rather than luck, was the main factor to determine the winner, and while there are some elements of randomness in the game, each player starts the game on an even footing. It’s up to a player’s tactics and skill to determine their fate.
As a standalone game there is no need for a repeated investment by players in order to keep playing. We wanted to create a game with all the strategic depth and replayability of collectible games, with everything you need all in one place.
The heroes are the key feature that differentiates Allegiance from other games. They are complex and interesting strategic entities, each representing a different fantasy character class, and each with their own methods of play - including unique weapons, armor, and abilities.
The heroes will each be printed on their own large cardboard mats, with stunning full-card art.
A hero has a wide array of abilities to choose from, with varied costs to unlock them and with cooldown timers to dictate how soon until a hero can use that ability again. As the game progresses, new abilities are unlocked and the heroes become increasingly powerful.
We have worked very hard to ensure that each hero has their own unique strategies to explore, and that they also truly embody their character type in style of play. When you play the Necromancer, you will be raising an army of the undead to do your bidding. As the Paladin, you’ll be a strong fighter that protects and gives strength to the allies that fight by your side. When you play as the Wizard you will be weaker in battle, but able focus your energies on casting large, game-altering spells. Each hero plays in a unique way, with their own strengths and weaknesses.
The variety of heroes and the numerous matchups between them are a key element that gives Allegiance such a high degree of replayability. Not only does each hero have their own variation of play, but every matchup between them plays out differently and there are hundreds of combinations to explore. Allegiance will contain 8 different heroes to choose from in the base game, and reaching certain stretch goals will enable us to increase the number of heroes in the game even higher!
For more information about each of the heroes themselves, including details about their background and gameplay styles, be sure to check the Hero Bios section near the bottom of this Kickstarter page.
Hero Abilities & Ability Cooldowns
A key gameplay element in Allegiance is the management of time and how it affects your strategy. Hero abilities each have a cooldown rate from 1 and 5, indicated by a row of boxes on the hero board and tracked by glass beads. These cooldowns determine the number of turns the hero must wait before the ability is available to use again.
Hero abilities can be used several times in a single game. If a game goes long enough, your unlocked hero abilities become more valuable as time progresses.
Unit & Action Cards
On top of your hero's abilities, each player will have a hand of cards that are drawn from three shared decks. These cards provide you with Basic Units and Elite Units, allies your hero can enlist to reinforce their battle lines, as well as Actions that you can use to outmaneuver your opponents in battle.
You can learn more about the gameplay mechanics of Allegiance in the following video:
You can find the beta version of our rulebook at the following link:
Allegiance comes with:
- 8 double-sided 12" x 8" full-art hero boards (2.5mm cardboard)
- 70-card Basic Unit card deck (3.5"x2.5" blue-core)
- 30-card Elite Unit card deck
- 70-card Action card deck
- 50-card Special card deck
- 16 double-sided weapon and armor cards, 2 per hero
- 40 stat-tracking dice, red & blue
- 50 glass stones
- 4 health & gold tracking boards (2.5mm cardboard)
- 8 hero summary sheets
- 1 rulebook
Pictures of Game Demo:
We believe that the look and feel of a game adds a lot to the overall experience, and so we have pulled out all the stops to make sure Allegiance has the highest production values possible. By having an incredibly ambitious art budget that exceeds most games, including high quality game pieces, packing as many pieces and cards as we could in the box, and spending countless hours fine-tuning the gameplay, we've tried to make sure that Allegiance will be one of the highest quality games that you own.
If we meet certain stretch goals, we plan to increase our already ambitious art budget and enlist the talents of even more favorite, industry-leading fantasy artists.
It is really important to us to provide you with quality rewards when you donate towards Allegiance, the most important of which is ensuring that you get a copy of the game in your hands. By backing our campaign, you can not only help ensure that the game gets made, but you can obtain a copy of the game, plus extras, delivered right to your door.
We’ve also made available other incredible rewards, such as helping us design cards for the game, getting an original framed painting of Allegiance art, and much more. For certain pledge levels there are a limited number of early-bird discounts available to early backers!
Update - As announced in Update #3, we have made the following additions to our pledge levels:
- Every backer at the Hero of the Realm pledge level will receive 5 additional Kickstarter-exclusive promo cards! This will include 1 copy of an Elite Unit, 2 copies of a Basic Unit, and 2 copies of an Action card.
- Every backer at the Protector of the Realm pledge level (or backers at the Hero of the Realm pledge level whose donation is or exceeds $95), will receive an additional 10 Kickstarter-exclusive promo cards! This will include 2 unique Elite Units, 2 copies each of 2 Basic Units, and 2 copies each of 2 Action cards.
- Every backer at the Champion of the Realm level or higher (or backers at the Protector of the Realm or Hero of the Realm pledge levels whose donation is or exceeds $175) will receive 10 Kickstarter-exclusive promo cards and something extra special... additional Kickstarter-exclusive alternate art versions of two heroes in the game! After we have all of the completed art for our heroes, we will let Kickstarter backers eligible for this reward collectively vote on which 2 heroes they would like to have alternate art versions for!
Also, to show our appreciation to our backers:
- We will add a Thank You section to our website, personally thanking every single backer of Allegiance, regardless of pledge level!
- For all backers at the Protector of the Realm pledge level and higher, we will include your name in a Thank You section in our rulebook!
- For all backers at Collector of the Realm level or higher, we will include your name in a Special Thank You section in our rulebook, displayed very prominently!
Update - As announced in Update #9, we have lowered the cost of international shipping!
We are now able to offer shipping at the following rates for international backers:
- Hero of the Realm & Protector of the Realm: Please add $15 to your pledge above its base level (instead of the original $40 addition).
- Champion of the Realm & higher: Please add $25 to your pledge above its base level (instead of the original $45 addition).
Please note that shipping within North America is still free, and the above rates only apply to backers outside of that region. For international backers please make sure you have added the above amounts to your pledges on top of its base cost while staying at the same pledge level.
Since the Kickstarter campaign has already started we are unable to change the text within pledge levels that have already been selected, so please note that the above prices are the official amounts for international shipping, not what it says within the pledge levels.
We've made available a bunch of really great add-ons that you can obtain at any backer level (at Kickstarter-exclusive discount prices). Just make sure to add the proper amount to your donation without changing which pledge level you've selected. After the campaign you'll receive a message from us to clarify which add-on(s) you selected. The add-ons will ship with the rewards that you receive for your donation level.
Our fundraising goal starts at $90,000 which is the minimum amount we need to get the game off the ground. We have plenty of (new and improved) Stretch Goals to meet that will allow us to enhance the game even further and bring you more great rewards.
The following section contains information about each of the heroes in the game, including background information as well as details about their gameplay style.
Mad King Janus V
Lore - King Janus V is the ruler of the nation of Corith, but is better known to his people as Mad King Janus, at least when the Royal Guard is out of earshot. Whether or not he is truly insane, Janus is a master at manipulating his draconian labyrinth of laws and decrees to control his subjects.
Gameplay - On or off the battlefield, Janus is never far from his Royal Guard, which he can use to protect himself from enemy heroes. While sitting safe behind his soldiers, he can use his royal powers to collect taxes, conscript armies and order arrests... even of his opponents' allies! The Mad King even has the power to change the very rules of war on a whim, sometimes changing how the game itself is played. All laws can be broken, of course, but not without suffering consequences.
Principus Beledan Kind, Paladin Exemplar
Lore - Beledan Kind is the Principus of Faith of Anstrus, meaning that he leads the nation's religion, and by extension, the elite paladin order that protects and proselytizes in equal measure throughout the land. According to Corithian law the Principus of the Faith is neither above nor below the rule of the King, but sometimes, during desperate moments such as war, Beledan thinks this should change. Corith, and indeed all of Anstrus, needs a man of sanctity and steel to forge lasting peace and stability, and Beledan believes he could deliver it much more effectively than that demented fool Janus.
Gameplay - Beledan has stronger connection to his faith than any other resident of Anstrus, and as a reward for his unwavering devotion the gods have blessed him. These are no symbolic blessings however, and Beledan is no feeble priest. With powers directly from the heavens, Beledan can strengthen his allies, heal the injured, and smite his enemies. As a battle-tempered and a powerful warrior in his own right, Beledan forces his opponents to deal with both his chosen paladin regiments as well as his own fabled warhammer.
General Thedric Egen, Commander of the Free Armies
Lore - General Thedric Egen commands the Corithian army and the navy simultaneously, and is the first person to hold this position in Anstrus history. He attained this position at the death of the previous Fleet Admiral, after a successful petition to King Janus V. His expanded privileges certainly aren't unearned though. While he doesn't care much for the politics of war, he has a peerless understanding of battle tactics and resource management, and carries much of the credit (and blame) for Corith's imperial gains.
Gameplay - Egen's strength comes from his troops, and he's an expert at filling the battlefield with units. Most of Egen's abilities either produce more soldiers or fortify the ones he has, in order to overwhelm his opponents' defences. Once he has mustered a sizable force, he's then able to use the cooperation between his soldiers to launch tactical strikes against his opponent's units, or bypass them entirely.
Alena Bellamy, Eremitic Ranger
Lore - There are some that know Alena as an intolerable misanthrope. She prefers to think of herself as free-spirited. In any case, she hasn't had to deal with the frowns of her community or the suffocating laws of Corith since she escaped to the forests of Khitava years ago. Now she makes Bos Badure her home, hunting in the woods with her silver wolf companion and living off the bounty of nature. She doesn't care about the tedious politics that the “civilized” concern themselves with, but she can not ignore the rumours in the wind of a coming war. She will defend the forest with her very life if need be, and she hopes that there are others in the woods - hermits like herself - that will join the fight in order to protect their sanctuary.
Gameplay - Alena is the most accomplished hunter, trapper and archer in Bos Badure, even if she doesn't care much about such titles. Should they choose to engage with her, Alena’s opponents will have to navigate a variety of cunning pitfalls that she can prepare for them. If Alena is able to predict her enemy's intentions, she can inflict dire losses with these defensive measures. Should her opponent manage to evade her traps, they must still face Alena’s fierce wolf companion and her lethal bow.
Magus Gondè Kyal the Elder
Lore - High atop the Rignes mountain wall, the Rostegaran elementalists form energetic bonds with the earth itself. Kyal leads a circle of these dedicated mages from Rostegaran capitol on the rim of the Suole volcano, protecting his community from both the forces of the magma below and the encroaching armies at their borders.
Gameplay - The elementalists of Rostegar have control over the fundamental fabric of matter, which gives them great protective and destructive power. Rock, fire, ice and lightning are all at an elementalist's command. Gondè is also able to focus his magic over time, with great effort, to wreak even more powerful destruction.
Vibeka Baral, Enchantress Adept
Lore - While the Rostegaran elementalists draw power from the ground, the enchanters look to the sky. Vibeka and her fellows have learned, over generations, to tap into the astrological power of the stars. This essentially gives them control over the aspects of the world that evade the elementalists: time, dimension, and the human mind. Their abilities easily match the elementalists' in utility, from ensuring a successful hunt to manipulating the minds of their enemies. Together, Rostegar's elementalists and enchanters are a deadly combination on the field of battle.
Gameplay - Vibeka can use her astrological abilities to affect the passage of time itself, which can be applied most directly by either speeding up her own recovery of abilities or delaying the cooldown of her opponents. She can sometimes deny powers to her opponents completely, or even, at her most powerful, use her opponents' own abilities against themselves.
Hakor Dajat, Necromancer
Lore - In the old language of Maeldun, “Dajat” was an honorary title for priests who prepared the bodies of the dead for interment. As generations passed, tales of foul rituals and experiments began to spread until the meaning of the word began to imply, gruesomely, “sculptor”. No longer content to have their masterpieces buried, the most talented and powerful of the magic users in the priesthood began to animate their undead creations. Hakor Dajat is among the elite of this vile order, earning him the coveted title of Necromancer. He was sent to the front lines of Corith to reinforce the Maeldun incursion. The people of Anstrus knew nothing of necromancy before Hakor arrived, and he relishes hearing the terrified and varied rumours trickling in from the Corithian villages.
Gameplay - Due to his grotesque practices, Hakor has no ability to recruit allies from the living and can only draw cards from the Action deck. That doesn't leave him defenceless however, as he can raise the corpses of any units that have fallen in battle and return them to the front lines as his thralls. In addition, Hakor has some of the finest and most effective methods of dealing death to opposing forces, making enemy units the most reliable source of raw material for his art.
Last Trirarch De'soth Pravus, Demon Knight
Lore - The spies of Anstrus have been able to find relatively little information about the leader of their nemesis. De'soth Pravus commands the invasion forces and is known as the Demon Knight to the locals, though his or its official title is Last Trirarch. The Court of Corith does not believe that Pravus is actually a demon, though his or its true nature is still unclear. It has been discovered that Pravus is one of three Trirarchs of Maeldun, and despite his or its formidable strength, Pravus is actually the lowest ranking of the three.
Gameplay - One of the reasons why De'soth Pravus is so shrouded in mystery is that life is extinguished simply by being in proximity to the warrior. Pravus relies on the attrition of his enemies' forces, weakening every being that stands against him, if not killing it outright. The same fate can befall opposing heroes, as Pravus has the ability to place toxic curses upon his strongest foes, which build and inevitably kill the victim. Further, Pravus can often use the energies expended during battle, such as life being extinguished or attacks being levelled against him, to cause further injury. Against Pravus, resistance is pain.
Kai Lun, the Tranquil Fist
Lore - Kai Lun has spent years honing his mind and body on the peaceful lake shores between Khitava and Rostegar. He and his order of monks practice mindfulness and readiness at every opportunity, leaving their minds as clear as their bodies are hard. Kai Lun has never before involved himself in the squabbles between the nations of Anstrus, rejecting the perceived differences that have kept the continent divided. There is a vast difference however between petty skirmishes and true evil, and the rumours of Maeldun's invading forces have awakened a fire within him that he hasn't felt for a long, long time.
Gameplay - Kai Lun has trained his body to the point that his physical abilities can defeat even the powerful magics that exist within Anstrus. His speed and endurance give him the power to relentlessly pummel his opponents with devastating flurries of strikes, or defensively wait for the perfect opening for a crippling combination attack.
*** Note: Kai Lun, The Tranquil Fist is an Add-on Hero!
Ansatsu, the Silent Blade
Lore - Ansatsu has sailed to Corith from a distant and shadowed land. Arriving in the midst of a full scale invasion and gathering war was not intended, but it is a coincidence that Ansatsu relishes. Legends of his people tell of powerful warriors across the sea, and Ansatsu is determined to prove his skill against these mighty foes. From childhood he has been moulded into a silent, stealthy, and utterly lethal warrior. Chaos and fear provide all the cover he needs to slip from shadow to shadow until a worthy opponent is found.
Gameplay - Ansatsu is one of the deadliest and most patient fighters in the continent. Every move is calculated, and it's nearly impossible to catch him unaware. Ansatsu has more reaction abilities than any other hero, giving him the capacity to immediately respond to his opponent's attacks and defences. Whether the right response is a distracting explosion, a knife in the ribs, or just a quick escape, Ansatsu has a vast arsenal of skills and strategies to choose from. How can you defeat a foe who seems to dismantle your plans before you’ve even made them?
*** Note: Ansatsu, The Silent Blade is an Add-on Hero!
Countess Nalissa Coras, Valide Vampire
Lore - Countess Coras is immortal, and is older than any other living thing on the continent. She controls a large barony in Corith's distant province Umberose, and has done so for generations under a series of pseudonyms. She maintains her immortality through her discovery of a powerful form of kinship magic, which both sustains her and ensures her serfs remain servile. She feeds on their lifeblood and shares her own with them. In recent decades, Coras's barony has begun to dissatisfy her, and Janus' rule has begun to chafe. This breaking war may be an opportunity for Coras, if she can avoid falling before the Maeldun invaders herself.
Gameplay - Coras's kinship magic is the same that sustained the Anstrus vampires of legend, and she has become much like them. She abhors the sun, and thus most of her abilities become stronger during the night. As a player you must manage the battle and make sure that all the most important turns happen during Coras's special night phase. If you do, none of the other heroes can match your strength. If you don't, however, your opponent will be able to use powerful weapons against your unique weaknesses.
*** Note: Countess Nalissa Coras, Valide Vampire is the first Stretch Goal hero!
Rootclaw, Deep-Forest Druid
Lore - Rootclaw is a member of a loosely connected circle of monk-like nomads living in the Bos Ropa area of Khitava. They consider themselves an extension of the forest and strive to live in harmony within it. Further, they consider outside civilization a perversion of the human “viscera,” their term for the natural energies that connect all life in Anstrus. This is far from superstition, however, for Rootclaw and his peers can perform seemingly impossible feats with the power of their visceral magic.
Gameplay - Shunning artificial technologies, Rootclaw has no access to weapons or armor aside from his robe and walking staff. Instead, each ability tier that Rootclaw unlocks gives him access to another animal form that he can take, from the graceful elk, to the soaring eagle, and finally to the mighty forest bear. Each of these forms gives him strength or agility that can easily match even the Paladin's thick plate and hammer.
*** Note: Rootclaw, Deep-Wood Druid is the second Stretch Goal hero!
Underground Games is a start-up company that is passionate about creating well-designed, deeply strategic gaming experiences that emphasize player interaction and enjoyment. We really hate getting foiled by unlucky rolls or luck of the draw, so our games are geared towards rewarding skill, strategy, and sheer awesomeness. Our goal is to deliver products and experiences that will entertain repeatedly and stand the test of time.
We plan to stay plugged-in to the gaming community and seek out genuine feedback and input regarding our game development. Our website will feature a Community Interaction Forum containing regular design posts, polls, and discussions. You can even get involved with our design process through this Kickstarter campaign, as you can see in many of our pledge levels and stretch goals. Your comments and contributions will be taken seriously and actually implemented in current and future game design.
Founded in 2012 by Adrian Terek and Paul MacKinnon, Underground Games is located in Calgary, Alberta, Canada. And not in a basement. We promise.
What’s next really depends on you! As a small company, we need your help to meet the design, manufacturing, and art commission costs required to make Allegiance the best game it can be.
Following the Kickstarter campaign, we will continue to work with industry-leading fantasy artists to bring the remaining game pieces to life. We're estimating that the total commission process will take around 5 months to complete. Once all the materials are compiled, we'll send Allegiance to the manufacturer and hope to have the final product delivered to Underground Games after a 4 month turn-around. At that point, we'll be ready to start delivering copies of the game to our backers!
Thank you for your interest in Allegiance: A Realm Divided. With your help, we can make this exciting game a reality!
Risks and challenges
The design of Allegiance is nearly complete. Risk factors lie primarily with delays that may arise from contractors and partner companies that are external to Underground Games.
Many of our current and potential artists are in high demand. We recognize that the availability of artists and length of individual timelines fluctuate, and so art-commission delays are a potential risk. We have already commissioned many individual pieces of art, however, and this experience gives us confidence in our ability to generate accurate timelines and budgets for the remaining artwork.
Manufacturing is another potential source of delay. We have approached numerous reputable manufacturers and have been quoted time estimates, but there are always potential delays associated with the manufacturing process, shipping, and customs. One serious concern is that Leviathans may attack the ship transporting our product, because we all know that denizens of the deep are really big into strategy games.
In all seriousness though, both founders of Underground Games are professionals with backgrounds in project management, budgeting, and product delivery. These skill-sets have been immensely useful while creating Allegiance and have helped keep budgets and timelines on track. We have established relationships and gained experience that give us confidence in our ability to effectively manage external partners and bring the project to completion. We will make sure to keep our backers updated with our progress, and we will be proactive in trying to prevent delays and overcome any obstacles that may arise. Including Leviathans.
- (30 days)