Before launching this Kickstarter, I had several ideas about making the game P2P (Pay to play, or pay to own as some people refer to it as) or F2P (Free to play). Ultimately the decision came down to server management. By making a F2P game, I would be able to keep the matchmaking servers alive much longer. I've altered the code so that time spent on the actual server is kept to a minimum, but that doesn't fully eliminate costs. I figured this had to be the solution, since it would generate enough revenue to keep itself afloat.
Now I know the stigma behind F2P games, and it scares and even deters people. The way I'm taking this into account is having players use their in game credits to purchase cards they have yet to unlock. Credits will be earned just by playing the game, and will be done at a pace that I feel is timely enough for players to understand the game and learn the essential cards, but also fast enough for them to unlock new cards and extending their collections. One unlock for a card unlocks the full range of use for it, so no need to unlock multiple copies, and there will be no booster packs. Unlock what you want to unlock!
So why back the game still? Because without your help, the game won't see the light of day any time soon! This Kickstarter was made to get the game going, because at this rate even a playable Alpha won't be available for a good six to eight months from now. The Kickstarter will give me enough funds to quadruple my work time, and by backing it you have your direct feedback to reach out for me to help me shape the game.