$3,969
pledged of $15,000pledged of $15,000 goal
26
backers
4days to go

All or nothing. This project will only be funded if it reaches its goal by Wed, August 22 2018 7:32 PM UTC +00:00.

Greystone GamesBy Greystone Games
First created
Greystone GamesBy Greystone Games
First created
$3,969
pledged of $15,000pledged of $15,000 goal
26
backers
4days to go

All or nothing. This project will only be funded if it reaches its goal by Wed, August 22 2018 7:32 PM UTC +00:00.

About



*Our First Promotional Video: Click Here

*Review of Weapons Inc. Click here*

BEHOLD! THE FORK OF ABSURDITY! 

This is one of the Items that you get to name!

 Welcome! 

Welcome to Weapons Inc. dear Weaponsmith!  

So, you and your friends are ripe with capitalistic ambitions, and you are all about to set on a quest of sorts to determine which one of you is the most financially prosperous. But before you start this quest, you must first learn the competitive ground rules of the game, it’s one of your rights you know.

You and all your friends will start on a Sunday, you will each have 100 gold to start building your economic empire and a Dagger blueprint, so you can start making weapons right away.  

Your starting point will be determined by drawing a card from the Location Deck, that is the environment you will be achieving your dreams.  

Your goal is to use your mind and forge to amass the tallest piles of gold by the end of the week.  

To achieve this, it requires cunning, strategy, and a bit of luck.

However, you won’t have enough energy to do everything you have planned. Working on a finite amount of 20 energy per day, you must be clever in the way you spend it. Whether it be on the creation of weapons, to make your profit, or working on working over your competition.

You will have 6 cards that you will use to achieve your goal, cards can be actions that take energy, items that cost gold, upgrades to improve your shop, or blueprints to improve your collection. The person who goes first is the one who has risen from bed first among your group. Each person takes their turn sequentially (clockwise after the first player), with a turn ending only when energy is expensed such as when a weapon is made, or an action is taken.

To acquire more gold, you’ll need to learn how to create better weapons, they’re divided into different qualities: ~ Common ~ Uncommon ~ Rare ~ Very Rare ~ Epic ~. As the qualities increase, so do the benefits of increasing its price, which can be done through upgrades that increase sell price, as an Epic weapon at sell price 3 will sell for more than an uncommon weapon at sell price 3. However, more people require Uncommon weapons each day than Epic weapons, so to sell more Epic weapons, you must start marketing!

Marketing comes in the form of upgrades, and they increase your Sold Per Day. Each weapon blueprint quality has its own Sold Per Day, and it decreases as you increase in quality. The Sold Per Day you get from upgrades is actually Extra Sold Per Day because 1 of it allow you to sell exactly 1 extra weapon per day and is required to sell Epic Weapons at all!

At the start of every day (except for the first day), something will happen, something will always happen. Whether that be a celebratory holiday, some more new taxes, or some magical effects, events will happen daily and are drawn from the Event Deck.

There is almost always a Magic item of Legend to be purchased on your turn. These items, nicknamed Legendary Items, are from a person of folklore who has done something truly heroic and awe-inspiring and can give bonuses that can be activatable each day or just have a passive effect. Legendary items are drawn from the Legendary Deck, and at the start of a day, if one is not available, one will be drawn.

At the end of the week (Saturday End of the Day), you and every other person will tally up all your gold, including all your assets. Your assets are comprised of your upgrades (be them workers or non-workers) and your Legendary Items. Whoever has the most gold has proven themselves most savvy, and wins.

Dev Artwork Samples

Anvil Upgrade
Anvil Upgrade
Apprentice (Worker)
Apprentice (Worker)
Sabotage
Sabotage

Gameplay

Gameplay Details  

Weapons Inc. is a card-based strategy game. There are different decks with different cards in each deck.  

The game is played in turns, where a person can buy as many items/upgrades/legendary items as they want/can/wish but spending energy ends their turn, players take turns until they cannot do anything, and they must say they are done for the day, so they can’t randomly purchase something after they said they are done  

Starting Max Energy is 20

 Legendary Deck: This deck contains legendary items.  

At the start of the game, a legendary card is drawn and put face up next to the legendary deck.  

During a player’s turn, they can decide to buy the weapon for the legendary items cost 

 After a legendary weapon is bought, a new legendary will be drawn at the beginning of the following day. 

 Legendary items become their cost at the end of the game  

Main Deck: The main deck is the cards that will be used by the players. This deck includes the weapon blueprints, actions, and upgrades.  

At the end of each day, players will draw cards until they have 6 cards in their hand (The base minimal hand size)  

Event Deck: This deck has the events, at the start of every day an event card is drawn. Events last the day it is drawn, and are then recycled (Recycling means being put to the bottom of the card’s respective deck) unless permanent (Lasts for the whole game), instant (Effect only occurs once, and immediately), or daily (Effect happens at the beginning of every day).  

Location Deck: at the beginning of the game, a card is drawn from this deck and has a permanent, instant, or daily effect, but always stays active unless recycled by another card.  

Weapons

Weapons are made from blueprints. 

 The blueprints have the name of the weapon, how much energy it costs to make, how many can be sold in a day, and how much it sells for.  

Each player starts the game with a dagger blueprint known. 

 Blueprints cost 2 energy to learn. 

Once a blueprint is learned, the weapon can be created if the maximum amount of that weapon hasn’t been met that day and the energy is put in. 

Weapons have several qualities: Common, Uncommon, Rare, Very Rare, and Epic. 

In order to learn a Very Rare or Epic blueprint, a player must already know a weapon blueprint from the previous tiers. 

SOLD PER DAY 

All weapon blueprints have a sold per day, which is how many of that blueprint can be made per day/sold per day. 

After the maximum of a weapon has been made, it cant be made unless you use extra sold per day, which you get through upgrades.

Your extra sold per day is the number of extra weapons you can sell in a day, and it resets daily 

Upgrades 

Upgrade cards are a big part of the main deck.

 These cards can improve the efficiency of a player’s shop. 

These cards take a certain amount of gold to obtain them. 

Once obtained, upgrades are permanent, unless a card removes (discards/recycles) it. 

At the end of the game, upgrades turn into their cost in gold 

Action Cards 

Action cards are cards that have an effect after an amount of energy is spent to complete it. 

Item Cards

Item cards are action cards that cost gold. 

Legendary Items

Legendary items are cards that are a part of the legendary deck.

 Each card has a special ability attached to the card. 

Some cards have passive abilities and some cards have activatable abilities such as 1 per day, and most activatable legendary items also have passive effects.

 At the start of the game, a legendary card is drawn and put face up next to the legendary deck. 

During a player’s turn, they can decide to buy the weapon for the legendary item’s cost. 

After a legendary weapon is bought, a new legendary will be drawn at the beginning of the following day.

 Legendary items become their cost at the end of the game 

Events 

Events are drawn from the event deck every day.

Once an event card is drawn, it’s effect will either be temporary (for the rest of the day), instant, daily, or permanent. \

At the end of the day, the event card is put to the bottom of the event deck unless noted on the card that the effect is permanent or daily. 

Policy Cards 

Policy cards are a type of event card. 

The policy card applies to the first location card. 

If the first location card is recycled, the policies are recycled as well (into the event deck) and then any future policies would apply to the location card that was drawn to replace the location. 

Locations

 Location cards are drawn at the beginning of a game from the location deck. 

These cards determine the local town/area, and can affect the game in different ways 

Only one location card will be used in a game unless dictated by another card 

Keywords 

Untouchable: This card cannot be altered in any way, it can’t be discarded (Put into the discard pile), recycled, swapped, or even have its priced changed 

Instant: Effect happens when the card is drawn

Reactionary: The card is used in response to a certain effect 

Permanent: The effect is lasting 

Daily: Happens at the start of each day

 The order for daily effect goes as follows: 

Draw new Legendary Item if one isn’t available

 Location Effect 

New Event Draw

Old Event Effects 

Cards Drawn 

Cards Discard 

Gold Gain 

Gold Loss

Misc Upgrade Daily Effects 

 How to play 

Each player note that they have 100 gold 

Each player receives a dagger blueprint 

Draw a location card for the game 

Draw the first legendary item to be sold

 Each player draws 6 cards 

Each player can recycle any cards in their starting hand and redraw new cards

On Monday (the following day), draw an event card and put it into play to last for the day, unless permanent or daily 

At the end of the week (Sunday), upgrades and legendary items become their cost in gold and the player with the most gold wins. 

Rules 

Players must draw to 6 cards at the end of each day, a player can have more than 6 cards but not less at the end of the day 

Player order is determined by clockwise from the person who woke up the earliest today. It cycles at the start of each day, so the person who went 2nd the first day goes first the second day, and so on 

When cards say that all players must do an action, such as every player drawing a card and giving it to another player, the order is the turn order for that day 

The game is played in turns, where a person can buy as many items/upgrades/legendary items as they want/can/wish but spending energy ends their turn, players take turns until they cannot do anything, and they must say they are done for the day, so they can’t randomly purchase something after they said they are done After use, action and item cards go to the discard pile 

Dagger Blueprints can’t be gotten rid of

Credits for 3rd Party Content: Hall of the Mountain King Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/

Risks and challenges

July 24th two years ago is when we came up with the idea and started developing Weapons Inc.. In over two years of development the game has come a far way, all that time has gone into, mechanics, countless iterations, gameplay, satisfaction, and a Win/Loss ratio that we are very proud of.
We have taken as many necessary steps as we could to ensure that as soon as our Kickstarter campaign is funded we can wrap everything up. Our printing partner in Florida has been informed to get ready as well as our backup partner in China. Delivery networks are ready, artists told to ramp up speed. We're trying our best to make sure everyone's money is rewarded back to them in the form of Weapons Inc. We care deeply about the people that are investing and we want to make sure everything's done by the books. We understand investing into a small company can be daunting however I, Max, the CEO of Greystone Games would like to assure you that nothing will make us happier than to deliver our very first product and bring people memorable times as well as enjoyment. Up until the release of Weapons Inc. we will continue testing and tweaking the game to ensure the best experience for you, the players. We have other projects planned for the future if all goes well. Including possible Weapons Inc. expansions. The only risk we can have is the finishing up of graphics taking longer than anticipated and delaying us shortly. We have backup artists ready for that scenario.

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    See our initial promo video on Facebook if you would like to get the "Daggers Inc." inside reference :). With this pledge you will receive a Full Copy of Weapons Inc. Along with that you get access to our donator hub and our discord server where you can meet the team.

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    (Name Our Legendary Cards!) Only Available for the first 80 backers! Not only do you get two full copies of Weapons Inc. & a signed WI poster, you also get to name one of our legendary cards! Please Fill out the name you would like and email us after buying this package. Conditions apply to naming, no profanity, character (size) restrictions, time restrictions etc. You will also gain access to our Discord server (With a Private Lounge for this donation type) where you can get to know the team behind the game!

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    For Brick & Mortar Stores (Verification Required), receive a bundle of eight games at wholesale cost. (US only.)

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