$21,609
pledged of $30,000pledged of $30,000 goal
466
backers
Funding Canceled
Funding for this project was canceled by the project creator on Apr 9 2019
Last updated April 9, 2019

SeaRovers - An Epic Game of True Pirate History (Canceled)

Infamous Pirates and Buccaneers of the Spanish Main - A Card-Driven Board Game for 1 to 4 Players, Ages 14 to Adult

SeaRovers - An Epic Game of True Pirate History (Canceled)

Infamous Pirates and Buccaneers of the Spanish Main - A Card-Driven Board Game for 1 to 4 Players, Ages 14 to Adult

$21,609
pledged of $30,000pledged of $30,000 goal
466
backers
Funding Canceled
Funding for this project was canceled by the project creator on Apr 9 2019
Last updated April 9, 2019

About

For the next few moments let your mind drift back to the days of the early 1700s, a world ruled by ships, swords and cannons...

It's a cold, wet morning just after daybreak, the battle has just begun and you can hear Blackbeard's haunting howls and chilling commands echoing through the bowels of the ship. Your eyes sting and you can taste the burnt black powder as it forms a slow moving fog around you and the gunner’s mate.

As you peer through the gunport a flash in the distance pierces the heavy haze, a muffled BOOM follows...then a thundering CRACK! Suddenly the ship's hull writhes inward as splinters the size of ax handles explode around you in a maelstrom of death and destruction!...

Welcome to SeaRovers!

SeaRovers is a game filled with history, greed, action and adventure! Set in the Caribbean and North Atlantic during the late 17th and early 18th centuries, SeaRovers is a card-driven board game that recreates the true stories of the most fiendish filibusters and freebooters to ever roam the Spanish Main. 

Historically accurate with unique and immersive game-play, SeaRovers is designed to create an unforgettable piratical adventure in board gaming! 

Thank you backers for being so supportive! Just for spreading the word about SeaRovers and helping the campaign to reach the Funding Goal as soon as possible, Blackbeard's Challenge will unlock when the project funds!!

When I set out to design SeaRovers I chose to create a game based on the true history of buccaneers and pirates. After thorough research I concluded what aspects of 17th century pirate life the game would contain.

To capture this experience, I designed a card-driven board game with a hex-based movement system to simulate the challenging nautical aspects of a pirate's life. The history is tightly woven throughout the game with inventive card mechanics. Streamlined and balanced, SeaRover's is an exciting game of pillage and plunder, pickup-and-deliver, and risk versus reward.

The product and vision of a single creator, SeaRovers not only captures the breadth of pirate history in an exciting tabletop game, it's also a visual tribute to history’s classic illustrators N. C. Wyeth, Frank E. Schoonover, and Howard Pyle, whose work defined the archetypal image we all share of pirates today.

SeaRovers is a board game for 1 to 4 players, ages 14 to adult. Play-time averages 30 minutes per player with the Standard movement system, and 45 minutes per player with the Advanced Movement System.

SeaRovers v4.0 prototype in March, 2019.
SeaRovers v4.0 prototype in March, 2019.

Each player begins the game with a hand of eight cards and a pre-assembled starting vessel. Each player can have up to three vessels assembled which represent up to three ships on the gameboard.

(Starting vessel diagram)

Each player has an Attack Row with 3 Buccaneer Attacks and 3 Pirate Attacks. You also have a starting Haven and there is a Community Attack Row with 2 Buccaneer Attacks and 2 Pirate Attacks.

(Game layout and moving on the gameboard diagram)

Each turn has seven phases:

1. Reclaim Booty. Reclaim your supply of booty by turning back over your spent pieces of eight from your last turn. 

2. Draw or Purchase. During this phase you must draw or purchase one card.

3. Action. You can perform any of the following actions multiple times, as your supply of booty permits:

  • Assemble up to Three Vessels.
  • Set Sail and Move Your Vessels.
  • Complete Attacks to Gain Booty.
  • Attack an Opponent’s Vessel.
  • Change Your Haven.
  • Return to Your Haven and Secure Booty
  • Play Wild, History and Instant Cards. 

4. Upkeep. Remove any expired Wild cards that have been played on your cards and place them on the Discard Pile.

5. Discard. You must discard one card from your hand and place it on the Discard Pile. You also have the option to discard one additional card by paying two pieces of eight.

6. Refill Hand. Refill your hand to eight cards. You can either draw the cards from the Draw Pile, or if you have not spent all of your booty for the turn, you have the option to purchase any or all of the cards from the Purchase Row for two pieces of eight each.

7. Restock Purchase Row. Restock the Purchase Row to three cards by drawing from the top of the Draw Pile. 

(Attack card diagram)

Each player starts the game with twelve pieces of eight. This is your supply of booty that is used to pay the costs of: assembling and moving vessels, changing Havens, purchasing and discarding cards, and playing Wild cards. Each turn your supply of booty is reclaimed for use again.

(Game-play narrative and diagrams)

(placeholder image)
(placeholder image)
  • 1 - Game Box: 11.5” x 11.5” x 2.5.”
  • 1 - Gameboard: 6-panel, 22.125” x 33.125.”
  • 1 - Vacuform Plastic Insert (with large wells for sleeved cards).
  • 160 - Playing Cards: 2.5” x 3.5” (63 x 88mm), opaque-center playing card stock. 
  • 4 - Captain's Logbook Cards: 2.5” x 3.5” (63 x 88mm), coated for dry-erase.
  • 120 - Silver Cob/Pieces of Eight: (32mm).
  • 46 - Gold Cob/Doubloons: (40mm).
  • 12 - Pirate Flag/Ship Markers: (40mm).
  • 1 - Start Player Marker: (40mm).
  • 1 - Hurricane Player Marker: (40mm).
  • 20 - Six-Sided Dice: 10-Red, 10-Black, (premium 16mm dice).
  • 12 - Wood Ship Playing Pieces: 4 colors, with silk-screen graphics.
  • 11 - Round Wood Tokens: 6 wind direction markers, 4 wind speed markers, 1 Blackbeard track marker (12.5mm dia. x 5mm), with silk-screen graphics.
  • 1 - Hurrican Marker: Cylinder wood token (16mm dia. x 32mm), with silk-screen graphics.
  • 4 - Player Reference Sheets.
  • 1 - Game Manual.
  • 1 - The History Behind the Cards booklet.

The map depicted on the SeaRovers gameboard is based on an early 18th century hand-colored copper engraving created during The Golden Age of Pirates by Dutch cartographer Pierre Vander Aa. Born in 1659, Vander Aa published an enormous amount of maps, atlases, and other illustrated works during his lifetime.

Strategic planning is a key aspect of SeaRovers. There are thirty-six historical buccaneer and pirate Attack locations on the gameboard to challenge even the most seasoned scalawags, from Blackbeard’s Blockade of Charleston to Henry Morgan’s Plunder of Panama.

A game of SeaRovers lasts 12 turns, legends from times past called it Davey Jones' Dozen. Each turn you'll move the marker on Blackbeard's Last Fight Track one step closer to its climactic destination. When time runs out, only one cunning cutthroat will become the most infamous SeaRover of them all! 

Although you'll hear it said pirate’s didn’t bury their booty, that’s not exactly the case. After being captured and tortured by the Spanish at Campeche, Rock the Brazilian admitted to burying a sizable amount of booty he had captured from a Spanish galleon. Spanish soldiers sent to find the loot dug up more than 100,000 pieces of eight. "X" marks the spot on the Isle of Pines.

Sailing was a way of life for the SeaRovers of the Spanish Main. Just as it was then and is today, wind speed and direction both North and South of the Tropic of Cancer, as well as a Captain's Nautical Skill will play a critical role in any successful searoving endeavors when using the Advanced Movement System.

You'll find eight Havens on the gameboard to carry out your piratical operations from including Blackbeard’s lawless lair at Ocracoke and the buccaneer point of rendezvous at Roatan. The can be strategically changed during your turn to speed your progress.

And of course no venture into the sparkling seas of the Caribbean would be complete without the occasional occurrence of a hurricane. Edward Low was caught in a violent hurricane in 1722. His crew had to push six great guns overboard along with most of the cargo to lighten the vessel enough to survive the storm. 

SeaRovers...a pirate’s life indeed!

The SeaRovers of the Spanish Main were a colorful band of cutthroats of many races and nationalities. Their story begins with the arrival of Spanish explorers in the New World. 

 The Spaniards conquered the native inhabitants and discovered an immense wealth of silver and gold. They began sending hordes of this treasure back to Spain in caravans of heavily laden galleons.

Spanish settlements and treasure ships quickly became the target of English and French privateers and by the 1600s, England, France and the Netherlands had established their own colonies in the New World. With these new ports to operate from, entire privateer fleets were now sailing for the Caribbean in search of adventure and Spanish riches.

“The buccaneers had taken over 40,000 pieces of eight, as well as silver and jewels. Soon afterwards they came with their loot back to Jamaica, where they promptly squandered it all.” - Alexander Exquemelin

The word buccaneer comes from the nickname given to vagabonds from France and other European countries that lived on northern Hispaniola in the early 1600s. These adventurers learned from the native Carib Indians how to smoke-dry their meats. The Carib name for the wooden frame and place where the curing was done, was boucan. The hunters that practiced this method became known as boucaniers

It wasn’t long before the Spanish forced the buccaneers from Hispaniola to the island of Tortuga. The buccaneers soon took to the seas and began attacking Spanish ships.

From their sea roving actions, the word buccaneer quickly became the name pirates on Tortuga were known by. By the 1650s it had also become the name for Dutch, English, and French privateers operating in the Caribbean. 

As the age of the buccaneers came to an end, one of the greatest outbreaks of piracy in history was just beginning. The increase in Caribbean piracy was the result of several circumstances.

The end of Queen Anne’s War in 1713 put many privateers out of work and service aboard Naval or merchant vessels was often a brutal affair that included harsh beatings and little pay.

A pirate vessel was ruled by democracy and offered a seaman the chance to be his own man. Lack of a strong government in the English colonies caused pirate activity in the region to peak between 1714 and 1722.

It was during this time that rogues such as Blackbeard, Black Sam Bellamy, Calico Jack Rackam, and Bartholomew Roberts became legends. By 1725 colonial governors backed by Naval force put an end to what is today known as the Golden Age of Pirates.

The newest version 4.0 of the rules are forthcoming in the next few days. The images below link to version 2.0 of the SeaRovers Game Manual as well as version 2.0 of other player aids.

SeaRovers version 2.0 Game Manual.
SeaRovers version 2.0 Game Manual.
SeaRovers version 2.0 Player Reference Sheet.
SeaRovers version 2.0 Player Reference Sheet.
SeaRovers version 2.0 Advanced Wind & Movement Rules.
SeaRovers version 2.0 Advanced Wind & Movement Rules.
SeaRovers version 2.0 Advanced Wind & Movement Charts.
SeaRovers version 2.0 Advanced Wind & Movement Charts.

While exhibiting at the Nuremberg International Toy Fair in 2000, I had a conversation with a another exhibitor about the elements that make a great board game. That conversation sparked the idea for SeaRovers, a game filled with history, greed, action, and adventure.

I began researching the history and developing the mechanics for SeaRovers in early 2000. In 2003 I started designing the graphics and by 2005 SeaRovers v1.0 was completed. I took this version to several conventions for play-testing and sold about 50 hand-made copies to gamers around the world (mostly from BGG).

SeaRovers v1.0 classic "back of the box" shot during a demo at Atlanta GameFest 2005.
SeaRovers v1.0 classic "back of the box" shot during a demo at Atlanta GameFest 2005.

I kept refining the game-play and I added the first version of the advanced movement system. By 2007 I had completed SeaRovers v2.0 and took this version to Gen Con and ORIGINS where I showed it to Tom Vasel. I was very happy to find out that soon after he put it on The Dice Tower's Top Ten Upcoming Games for 2008 list (episode 115).

SeaRovers v2.0 demo game at ORIGINS 2007.
SeaRovers v2.0 demo game at ORIGINS 2007.

In 2008 I licensed SeaRovers v3.0 to an international toy and game manufacturer. To keep a long story short, the world-wide economic crises at the end of 2008 caused the company I licensed with to reorganize, that combined with catastrophic family illnesses put SeaRovers on the back burner for quite a while.

SeaRovers v3.0 prototype in early 2008.
SeaRovers v3.0 prototype in early 2008.

Fast forward a few years and in 2013 I began re-working the graphics and polishing a few things here and there. This past year I brought everything to completion. Now in its final form SeaRovers v4.0 is the comprehensive historical pirate adventure game I envisioned. This project is about sharing that vision with you, and it's up to you to bring it to life!

(Game Preview videos to come)

Shipping will be charged in the Pledge Manager after the campaign ends. I will be subsidizing about 10% of your shipping cost and covering all customs and VAT fees. 

CrowdOx will be used for the Pledge Manager and Quartermaster Logistics for shipping. Estimated shipping costs in USD are below including tracking:

$49.00 - Blackbeard's Bounty: One copy of SeaRovers plus all unlocked stretch goals! (MSRP $59).

  • 1  SeaRovers full game.
  • All unlocked Stretch Goals!
  • Your name as a Blackbeard's Bounty Backer in the game manual!

$179.00 - The Dutchman's Deal: Grab your mates and get in on The Dutchman's Deal while you can! Four copies of SeaRovers plus all unlocked stretch goals! (MSRP $236).

  • 4 SeaRovers full games.
  • All unlocked Stretch Goals!
  • Up to four names as Dutchman's Deal Backers in the game manual!

$189.00 - Morgan's Manifest: Six copies of SeaRovers plus all unlocked stretch goals! (MSRP $354). Retail stores only, documentation required.

  • 6 SeaRovers full games.
  • All unlocked Stretch Goals!
  • Your store name as a Morgan's Manifest Backer in the game manual!

$300.00 - Davey Jones’ Dozen: Receive 1 of 12 Limited Edition Artist’s Proof SeaRovers games plus all unlocked stretch goals! See full Pledge details in Rewards.

  • 1 Limited edition artist's proof SeaRovers game.
  • 1 Certificate and personal note of thanks.
  • All unlocked Stretch Goals!
  • Your name on full-page dedication in the game manual just for Davey Jones' Dozen Backers! 

My name is Van Overbay and I am a freelance artist, art director, and game designer. I am originally from Kingsport, Tennessee, and I am a graduate of The Atlanta College of Art with a BFA in Communication Design. I also studied art and design at New York’s Pratt Institute and The University of Tennessee at Knoxville.

During my agency life, I was an art director and creative director, and headed the design departments for leading advertising firms in Atlanta, Chattanooga, Knoxville and Fort Collins, Colorado where I produced work for clients ranging from Coca-Cola and Burger King, to the Telluride Ski and Golf Company. As a freelancer I've done work for a number of companies including: Academy Games, Eagle Games, Red Lobster, and The New York Times. 

I've played games my entire life and was a back-to-back State Chess Champion as a youth. I look at games as an art form that for me, combines a love for art, history, graphic design, and game design. I'm the creator and designer of History In Action Games, and the games MOONSHOT The Game, Tranquility Base and its expansion SovietMoon, and the upcoming games SeaRovers and Lift Ticket.

My first game MOONSHOT The Game which I self-published, won an American Advertising Federation ADDY Award, and was a “GAMES 100” and "Best New Game" winner in GAMES Magazine. I produced 5,000 copies and sold it through distributers including: Alliance, Chessex, and FunAgain Games. And it was sold through retailers such as: The Discovery Channel, The Franklin Institute, Kennedy Space Center, National Geographic, and The Smithsonian Institution.

 Tranquility Base and SovietMoon are available from Worthington Publishing at www.WorthingtonPublishing.com.
Tranquility Base and SovietMoon are available from Worthington Publishing at www.WorthingtonPublishing.com.

#1 - $30,000  Blackbeard's Challenge: For your help reaching the Funding Goal as soon as possible, each game will include Blackbeard’s Challenge, a killer 12-card solo expansion based on the climactic career of Blackbeard!

#2 - $35,000  Hurricane Havoc: Hurricanes were the bane of many pirates and can strike during the game when you least expect. This custom 16mm die with NW, N, and SW on the faces will reveal its fateful course direction.

#3 - $40,000  Wielders of the Wind: Wield the wind with two custom 16mm wind dice that have NW, W, SW, SE, E, and NE on the faces. Also can be used as wind markers on the gameboard.

#4 - $45,000  Glimmers of Gold: These component upgrades are the Dutchman's delight; gold metallic spot color and premium linen finish.

#5 - $50,000  Probabilities and Peril: Play the odds with ease with four seven-inch round double-sided volvelles. This player aid features a vessel/wind modifier calculator on one side, and a calculator for all combat odds on the other.

#6 - $60,000  Blistering Broadsides: Bust loose blistering broadsides with these 20 custom 16mm battle dice featuring gun bursts in place of pips and a skull with crossed swords in place of the sixes.

#7 - $70,000  The Pirate King: John King joined Sam Bellamy's crew when he was about 10 years old. Now King and a rogue of your choice become cards.

#8 - $80,000  Teach's Treasure: Blackbeard will be immortalized and brought to life as a 28mm miniature used as the Blackbeard's Last Fight marker. Created by artist and sculptor Francesco Pizzo.

Before the internet, computers, TV, movies, or radio, books were a primary source of entertainment and occupied a prominent place in the home. They were treasured possessions enjoyed over and over again by the entire family for generations.

The writers gave us the stories, but it was the artists and illustrators of the late 19th and early 20th century that gave us the vivid images of swaggering SeaRovers that are ingrained in our culture today. You’ll find the work of several artists in SeaRovers, but in particular I chose to pay tribute and homage to N. C. Wyeth, Frank E. Schoonover, and Howard Pyle. 

N. C. Wyeth, Frank E. Schoonover, and Howard Pyle.
N. C. Wyeth, Frank E. Schoonover, and Howard Pyle.

These three artists were part of the Brandywine School, a style of illustration as well as an artists colony.  Howard Pyle founded both near the end of the 19th century in Wilmington, Delaware and in Chadds Ford, Pennsylvania, near the Brandywine River.

Newell Convers Wyeth (known as N. C, Wyeth) was a pupil of Howard Pyle’s and became one of America’s most preeminent illustrators. He produced his first commissioned illustration at age 20, a bucking bronco for the cover of The Saturday Evening Postin 1903.

During his career, Wyeth produced over 3,000 paintings and illustrated 112 books. He illustrated 25 books for the Scribner Classics, the first was the 1911 edition of Treasure Island. His outstanding work for this edition is considered a masterpiece. In 1997 Wyeth’s home and studio were designated as a National Historic Landmark.

Frank E. Schoonover was born in Oxford, New Jersey in 1877. He enrolled at the Drexel Institute in Philadelphia in 1896 where he was accepted into Howard Pyle’s class for aspiring illustrators. In both 1898 and 1899, Pyle awarded him one of only ten scholarships to his Chadds Ford summer classes.

In early 1900 Schoonover landed a commission for four illustrations for the book A Jersey Boy in the Revolution. Thus began a prolific career spanning over 60 years. He painted actively until the mid 1960s and completed approximately 2,200 illustrations for over 130 books and other publications.

Born in Wilmington, Delaware in 1853, Howard Pyle is one of the foremost American illustrators. He published his first illustrated poem in the July, 1876 issue of Scribner's Monthly. In 1894 he began teaching illustration at the Drexel Institute of Art, Science, and Industry (now Drexel University).

He later founded his own school of art and illustration named the Howard Pyle School of Illustration Art. Over his career Pyle produced more than 3,000 illustrations. He also wrote and illustrated many books himself including Howard Pyle's Book of Pirates.

A special thanks to John R. Schoonover at Schoonover Studios, and Louise Schoonover Smith and George A. Smith at Frank E. Schoonover Fund, Inc. for the image from Blackbeard Buccaneer used in the SeaRovers logo and others by Frank E. Schoonover.

And a sincere thanks to David D. Moore at the North Carolina Maritime Museum for sharing his knowledge concerning Blackbeard and Queen Anne’s Revenge.

SeaRovers has come along way since I began designing it back in 2000. I'm one person and I'm asking each of you to be active today and join me in spreading the word to make SeaRovers the best game possible!

Risks and challenges

MY EXPERIENCE, YOUR GUARANTEE: With any new business venture there are risks and challenges. I’ve done my due diligence to mitigate the risks involved with this project. I am new to Kickstarter but I am not new to print production, board game manufacturing and the gaming industry. I have over 25 years experience in high-quality print production and product management, and I have successfully produced, manufactured, and marketed board games before.

Creating high-quality games is not an easy task and that is why I have chosen to oversee every step of the production process. I have managed print runs for companies such as Coca-Cola where quality is of utmost importance. I’ve kept the fulfillment parameters and game specifications simple, and made high-quality components and product delivery to you my foremost concerns.

MONEY-BACK GUARANTEE: If you pledge to support SeaRovers on Kickstarter and you decide the game is not for you within one month of receiving it, you may return your SeaRovers game to me for a full refund.

I don’t envision any specific challenge with the production of this project that has not been addressed. The game design, miniature sculpts, graphic design and artwork are all fully funded and complete, so there is no risk on pre-production. Funds from this project will be solely used for completing production tooling, production and fulfillment.

RISK OF DELAYS: The main risk at this stage is that the product may ship later than scheduled due to delays in the production pipeline. I have built some extra time into the timeline so I don’t foresee a delay at this time. There are also risks of delays with any game manufactured in Asia related to transport and delivery to fulfillment warehouses. Unexpected delays due to customs clearance, strikes, and exceptional weather are always possible and may affect the delivery date.

I want to build relationships and friends, and share with you the passion that I have instilled in this game. It will be my sincere pleasure to produce SeaRovers and have it delivered to you for your enjoyment. I will keep the lines of communications open and provide relevant updates frequently. Thank you for your support!

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    Pledge $1.00 or more with no reward as a gesture of general goodwill and token of piratical parlay!

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    Blackbeard's Bounty

    One copy of SeaRovers plus all unlocked stretch goals! (MSRP $59)

    Your name as a Blackbeard's Bounty Backer in the SeaRovers Game Manual!

    *Shipping not included (see Shipping Costs section for more details).

    Includes:
    • 1 - SeaRovers Full Game
    • All Unlocked Stretch Goals!
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    The Dutchman's Deal

    Grab your mates and get in on The Dutchman's Deal while you can!

    Four copies of SeaRovers plus all unlocked stretch goals! Great for International Backers! (MSRP $236)

    Plus up to four names as Dutchman's Deal Backers in the SeaRovers Game Manual!

    *Shipping not included (see Shipping Costs section for more details).

    Includes:
    • SeaRovers Full Game
    • All Unlocked Stretch Goals!
    • Four Names as Dutchman's Deal Backers in the Game Manual
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    Morgan's Manifest

    Retail Stores Only: Six copies of SeaRovers plus all unlocked stretch goals! Retailer documentation required. (MSRP $354)

    Your store name as a Morgan's Manifest Backer in the SeaRovers Game Manual!

    *Shipping not included (see Shipping Costs section for more details).

    Includes:
    • SeaRovers Full Game
    • All Unlocked Stretch Goals!
    • Store Name as a Morgan's Manifest Backer in the Game Manual
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    Davey Jones’ Dozen

    Receive 1 of 12 Limited Edition Artist’s Proof SeaRovers games plus all unlocked stretch goals!

    The first 12 fully assembled copies of SeaRovers will be pulled and set aside. These will be shipped to me and I will sign each of them as one of a Limited Edition of 12 Artist’s Proofs.

    These 12 special games will include a parchment certificate and a personal note of thanks. They will be signed on the box front and re-shrinkwrapped with the certificate visible on the back.

    Your name as a Davey Jones' Dozen Backer in the SeaRovers Game Manual!

    *Shipping not included (see Shipping Costs section for more details).

    Includes:
    • 1 - Limited Edition Artist's Proof SeaRovers Game
    • 1 - Certificate and Personal Note of Thanks
    • All Unlocked Stretch Goals!
    • Your Name as a Davey Jones' Dozen Backer in the Game Manual
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Funding period

- (30 days)