PRESS RELEASE: Excalibre Games Launches Mythic Wars on Kickstarter

PRESS RELEASE: Excalibre Games Launches Mythic Wars on Kickstarter

Unique tabletop card and dice game depicts battles between the gods

Charlotte, NC, October 18, 2016 – Excalibre Games, long-time publisher of high quality historical board games, is pleased to announce the launch of their first fantasy Mythic Warscard game, Mythic Wars, on the Kickstarter crowd-funding platform.

Mythic Wars is a new tabletop game series designed by Eric Woodward, where up to 8 players can join in a battle between the gods for control of the universe itself. The first title in the series, “Mythic Wars: Clash of the Gods”, features 72 gods and goddesses from among 6 different pantheons, including such legendary figures as Zeus, Osiris, Amaterasu, and Thor, and is recommended for 2-8 players, aged 14 and up.

Plus, as a special bonus during the campaign, Excalibre Games will also be offering the first expansion set in the series, “Mythic Wars: Cthulhu Rises”, which adds 16 new cards based on the writings of HP Lovecraft. When combined with the Clash of the Gods base set, the expansion allows up to 8 players to join in a co-operative battle against such classic horror icons as Azathoth, Nyarlathotep, and Cthulhu himself.

“Mythic Wars will offer players a superb, action-packed, and playable game,” said Robert Mosimann, head of Excalibre Games, “while maintaining Excalibre Games high standards of quality, depth of play, and well-researched authenticity. It’s a new and major change of direction for us which will help bring us into the 21st Century.”

“Mythic Wars: Clash of the Gods” & “Cthulhu Rises” are on Kickstarter now at: https://www.kickstarter.com/projects/603868199/mythic-wars-clash-of-the-gods-and-cthulhu-rises

ABOUT EXCALIBRE GAMES

Excalibre Games has been in business since 1975, and has produced a number of award wining games including 2 GAMA Best Games of the Year (Ironclads and Wings), a Games Magazine Top 100 Pick (Trax) and a Fire and Movement 5 Star Game (Kaiserschlacht). The underlying philosophy for Excalibre Games has always been to maintain authenticity in the products they produce, an athenticity that this extends to this, their first foray into fantasy card gaming.

ABOUT ERIC WOODWARD

Eric Woodward is a software and web designer who lives outside Charlotte, NC with his wife and two children. He is an avid gamer and hobby game designer, and Mythic Wars is his first published game.

For more information, contact: Eric Woodward (eric@mythicwarsgame.com)

PRESS RELEASE: American Dynasty: A Grassroots Board Game Takes a Jaundiced View of Our National Politics

PRESS RELEASE: American Dynasty: A Grassroots Board Game Takes a Jaundiced View of Our National Politics

“Oh, the board game. I DO remember . . . ” —Chelsea Clinton, second time meeting a member of the American Dynasty team

AUSTIN, October 11, 2016 – After being forced to suspend a promising Kickstarter campaign earlier this year due to the threat of legal action, New Tectonics brings American Dynasty—the unsparingly irreverent board game about American Politics—back to Kickstarter. American Dynasty is a darkly satirical game of player negotiation and politicking at its most dastardly.

Assuming the mantle of either the Roosevelts, Kennedys, Bushes, or Clintons, players campaign their (in)famous family members in 5 key swing states as they vie to build the strongest legacy (through victory points) using every available opportunity to manipulate demographics, get family members elected to congress, pass bills, win the presidency, and completely dominate the nation. Over the course of the game, players may witness everything from Hillary Clinton passing an abortion ban, to the strategic waterboarding of Eleanor Roosevelt.

While many engine-building games see players spend the early game building their own momentum to make big late game plays, American Dynasty has a unique twist: players are all trying to manipulate the same system in their favor, providing abundant opportunities for unholy alliances and surprise upsets. The game features open negotiation of almost any game resource at any time (read: bribery will get you EVERYWHERE), and urges players to consider the political fallout of reneging on a promise, as all deals are non-binding.

American Dynasty is for 3-4 players, ages 35 and up (you’ve got to be eligible for the top position, naturally, though it’s suitable for ages 16+), and takes about 2-3 hours to play. The Kickstarter campaign asks $40 plus shipping for the game, available worldwide.

This is the debut game from Neil Zumwalde, a software engineer from Minnesota living in Austin, TX, and Scott Doughty, an Austin native and graphic designer for the game, and is being released by New Tectonics, Zumwalde’s LLC for his creative outlets. “This game is a classic labor of love project,” says Zumwalde, “it’s strategic but funny, modern but not obnoxious, opinionated but not preachy. It’s the game I want to sit down with my friends and play.” The Kickstarter is intended to cover production costs. All development, marketing, prototyping, and other preliminary costs have come out of Zumwalde’s own pocket.

See the game on Kickstarter now.

Media Contact: Micah Mackert

press@american-dynasty.com

PRESS RELEASE: Ascended Kings Board Game & Graphic Novel “The Thirst for Power is Never Quenched”

PRESS RELEASE: Ascended Kings Board Game & Graphic Novel  “The Thirst for Power is Never Quenched”

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Revealed at Gen Con 2016, this debut title by Incarnate Games is launching on October 20 on Kickstarter with two amazing products!

PUEBLO WEST, CO – October 10, 2016 – Jason M. Allen of Incarnate Games, will be launching a Kickstarter to raise money to publish a Limited Collector’s Edition of Ascended Kings, and the companion graphic novel, Ascended Kings: The Fall of Empyrnea

Ascended Kings has been play tested by over forty game industry and creative professionals. Now in its finished form, the game will launch with all the final artwork and design completed. Gamers looking for a socially engaging and competitive experience will be intrigued by this unique and satisfying game.

During the production of Ascended Kings, the backstory developed to such a detailed level, we developed a 60-page companion graphic novel. The graphic novel is an action packed, gripping read, and a stunningly gorgeous book by some of the best talent in the comic industry.

The Kickstarter campaign will feature the game at $85, and the graphic novel at $25, with a bundle offer for both at $100, and various limited offers to early bird backers, including signed copies of both the game and book. Ascended Kings is in pre-production with the manufacturer, Liya International, and the game comes with a money-back guarantee to all our backers. Prolong Press is ready to print the 60-page hardcover graphic novel when the campaign is completed.

The game was designed by Jason M. Allen with graphic designs by Anthony Benedetto of Humble Beast, miniatures by Andrew Martin of Monster Caesar Studios, and concept/illustrations by Dylan Pierpont from Elder Scrolls Legends and Assassin’s Creed Rogue.

www.LastKingStanding.com redirects to the Kickstarter on October 20.

About the Story: As one of the four Ascended Kings, you sensed this day was inevitable. The High King is dead. Your own immortality dissolves before your eyes as the power of the bloodstone rings fades.

A surrounding army of stone giants march from the oceans intent on laying waste to all Empyrnea. Only one hope remains. A single chance for the four kings to restore power to the bloodstones. The ruling power of Empyrnea’s high city, the Enclave, secretly summons forth the kings. In the immolation chamber high above the city streets below, the Enclave reveals the alarming news—The power of the stones may be returned only by blood… The blood of ascended kings.

About the Game: The thirst for power is never quenched. In the game of Ascended Kings, you have been set with an ultimatum; face each King in combat to the death or let Empyrnea and all you hold dear, fall. You and up to 3 other players take to the arena… prepared to decide the fate of all, on the outcome of a single battle.

The Ascended Kings board game is a high fantasy battle royal game with no player elimination. As walls of fire close in around the combatants, the Kings engage in free for all combat to the death—their sights set on taking the bloodstones from their rival Kings. As Kings fall, players are reborn in the fight as powerful entities known as Revenants. The Omega Stone, fabled to hold ultimate power, will be revealed only to the King or Revenant able to possess all four bloodstones.

Will you face the arena with shear force? Will you negotiate with your rivals to achieve dominance? Will you survive to become the Last King Standing? Discover who among you is strong enough to claim the Omega Stone, in the battle of Ascended Kings!

Number of players: 2-4

Time required: 60 min – 120 min (depending on number of players)

Recommended ages: 14+


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About the Graphic Novel: Ascended Kings: The Fall of Empyrnea is a 60-page, fantasy graphic novel based on the arena combat board game centered around the four kings of Empyrnea. The graphic novel follows each king separately, before weaving the four story arcs together in an unforgettable arena combat climax. Each king originates from a completely different land and culture and has dominion over a unique form of energy. Multiple layers of detail and story lore make the graphic novel an extremely rich and engaging experience.

Conceived by Jason M. Allen and Nick Macari, written by Nick Macari and illustrated by Renae De Liz & Ray Dillon (artists from A Game of Thrones and The Legend of Wonder Woman).

Ascending Kings

CONTACT INFORMATION:

Ascended Kings website: http://www.AscendedKings.com/

Incarnate Games website: http://www.IncarnateGames.com

Facebook: https://www.facebook.com/incarnategames/

Twitter: https://twitter.com/incarnategames

Instagram: https://www.instagram.com/incarnategames/

Website:   www.AscendedKings.com

KickStarter: www.LastKingStanding.com

THUNDERCLAP: http://thndr.me/rNPSdb

Email

PRESS RELEASE: Adversity Games is thrilled to announce the Kickstarter campaign launch for Nightlancer

PRESS RELEASE: Adversity Games is thrilled to announce the Kickstarter campaign launch for Nightlancer

A challenging new competitive cyberpunk board game by independent designer Joseph Norris

Oxford, England, Oct 4th 2016

Today Adversity Games announces the launch of Nightlancer, the challenging new competitive Cyberpunk board game from the mind of independent game designer Joseph Norris.

Control one of eight unique Nightlancer characters and guide them through the underworld of dystopian 2099 England.

Survive their dangerous world. Overcome tough challenges, multiple-path missions and other Nightlancers. Use the black market and contact networks to get ahead. Build up your prospects so they can give up the underworld life.

The Kickstarter campaign will run from the 4th October at 14:00 GMT until the 8th November 2016 at 14:00 GMT. Successful funding covers artwork, printing and fulfillment costs to backers worldwide.

Backers can pledge from a token of support or a copy of the game up to existing within the specially designed game artwork.

Vital statistics:

2-4 Players, with optional co-operative and solo game rules

120 mins+ per playthrough

8 Unique Nightlancer cards, 36 mission cards, over 200 playing cards

Find out more: http://adversitygames.com/development/nightlancer

Join the campaign!

About Adversity Games

Adversity Games is a specialist board games publisher. With the design philosophy of making unique and challenging games that encourage interaction and competition between their participants. Adversity Games harness deeply integrated themes and mechanics to help immerse and inspire their players.

Remember: Hard Games Are Fun!
Adversity Games and Nightlancer are trademarks of Adversity Games Ltd.

PRESS RELEASE – Pathogenesis – This Time You Are The Disease

PRESS RELEASE – Pathogenesis – This Time You Are The Disease

LENEXA Kansas, September 29, 2016 – WIBAI Games, a husband and wife game designer team, in conjunction with scientific illustration company somersault 18:24, have launched their second board game, Pathogenesis, on Kickstarter. The game is a fresh take on a theme explored by popular games like Pandemic and Plague Inc: a powerful bacteria begins to develop, mutate, and spread. Pathogenesis takes the theme further by bringing the battleground inside a human host on a cellular level. Players are bacterial pathogens attacking a human host. Designed for 1-4 players, with competitive, cooperative, and classroom modes, Pathogenesis has applied accurate scientific concepts and illustrations to a popular genre of game.

Unique combination of educational value and fun:

  • The game was designed by Jamie Cunningham who is a college professor and PhD. She created the unique mechanics based on pure science with the goal of creating a game that would help people understand how the immune system functions as a whole.
  • Pathogenesis is a center row style deck builder and game lovers familiar with mechanics in games like Star Realms and Ascension will feel right at home playing.
  • Pathogenesis takes the center row style deck builder to a whole new place. The game progresses in waves as players build up their deck, begin attacking the human body, and then have to defend themselves from the body’s two step immune response.

About WIBAI Games: WIBAI Games is a husband and wife board game design team based in Lenexa, Kansas. Their first game, Transylvania: Curses and Traitors, was published in 2015.

About somersault18:24: Scientific illustrator somersault18:24 is run by the artists/scientists Luk Cox and Idoya Lahortiga. Both of them have a PhD in Biomedical Sciences and have set out on an ambitious journey to bridge the gap between the artistic visual arts and science. They excel in helping scientists and teachers to prepare easy-to- follow yet professional scientific illustrations, and have partnered with WIBAI Games to bring stunning and colorful, yet scientifically accurate images to Pathogenesis. http://www.somersault1824.com

Check out their video:

Contact:

To learn more about Pathogenesis, please contact

Loren & Jamie Cunningham or visit their website: http://www.wibaigames.com

PRESS RELEASE: Darkly humorous history – The Donner Party is live on Kickstarter

PRESS RELEASE: Darkly humorous history – The Donner Party is live on Kickstarter
For release: Blacksburg Tactical Research Center is a little game company nestled in the Appalachian foothills, slowly and tediously handcrafting the finest role-playing games and supplements for a small audience of die-hard fans, and for new converts acquired through word-of- mouth advertising. Their first board game has now appeared on Kickstarter – The Donner Party.
“In 1846 the Donner-Reed party got snowbound in the Sierras a few weeks short of their California goal. Of the 81 settlers trapped there, only 45 survived until spring. Who will you eat to be one of them?”
From the BTRC site: “This is the Donner Party card game, a darkly humorous yet historical take on the tragic events of 1846, in which 81 settlers got trapped by winter weather in the Sierras a few weeks short of their California goal. By the time rescue arrived in the spring, nearly half of them had died, several were murdered and quite a few were cannibalized.” More details in their official video:

Battle of the Bands: Deluxe Edition Ends September 1 – Great Game from a SoCal Designer

Battle of the Bands: Deluxe Edition Ends September 1 – Great Game from a SoCal Designer

Battle of the Bands isn’t a game that I should love but I really, really like the theme. Yes, Dan Smith’s game is oldschool, has some take-that stuff going on big time, and is random-a-go-go. Who cares when the humor, the art and the theme are so incredibly fun. For me, this is like Red Dragon Inn, a game that has such a fun theme that my eurosnoot sensibilities get checked at the door. The game itself has been out for about 15 years so it was time for an upgrade anyway.

The game is also from Dan Smith, a local game designer (and talented illustrator) from Southern California and longtime BGB listeners/readers know that I love to support my neighbors and friends. But it’s not just that – Battle of the Bands is really good fun and even if you’re just buying it for the Bowie card, get it now. The specials will only be part of the Kickstarter campaign and they’re truly special.

I would have been thrilled to interview Dan to promote the game but it somehow didn’t hit my radar. Here’s an interview with him, talking about the game. Check it out – it’s going to fun on Sept 1 so get on board now.

Did I mention the Bowie card?

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Press Release: Dized is an effortless way to learn board games

Press Release: Dized is an effortless way to learn board games

As the world of board games is expanding and becoming more versatile, one element hasn’t changed with the times the rulebook. To tackle this issue the Finnish publisher Playmore Games is releasing Dized, a smart device application that will be the friend at the table teaching you how to play board games.

Dized is an interactive tutorial app for board games, and with it players can start playing the games immediately out of the box. The tutorial keeps track of what the players have learned and teaches only relevant information. It also answers any questions players might have about the game.

“I personally can’t think of a more important concept for the board gaming industry right now. We’ve been planning Dized_logo_icon-300pxDized for two years now and gotten into full speed with the development this year. We have a dedicated software studio building the application and we’ve recruited several new team members for the project,” explains CEO Jouni Jussila. Players had the chance to see the application for the first time at the UK Games Expo in Birmingham in the first week of June. This preview version is built to host one board game, with more games to follow later on.

Dized will be crowdfunded later this year with the aim to develop the tools further so that any developers and publishers can build their own interactive tutorials.

“Our goal is that in a few years the library of tutorials in Dized will be so vast, that no matter which game you pick from your shelf, you can just skip the manual and start playing immediately. Just like in video games, in the future you will not need to read a manual to start playing”, says product manager Anna Lapinsh.

Players can try out the tutorials on their own iOS and Android devices later this year as a demo version will be released before Gen Con in August.

Playmore Games invites everyone to come check out Dized at booth A9 at the UK Games Expo to see the next board game revolution begin.

Further information: CEO Jouni Jussila, +358 46 9200 885
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Session Review: Darkest Night, 2nd Edition from Victory Point Games

Session Review: Darkest Night, 2nd Edition from Victory Point Games

As a fan of cooperative games, I’ve been interested to try Victory Point GamesDarkest Night for a while. The sub-genre is one of my favorites and I find it hard to believe it’s almost a decade on since Pandemic made its splash onto the board game scene and inspired the hobby to get on the cooperative game train. Sure, it had predecessors but Matt Leacock’s tightly-designed end-of-the-world wonder introduced a larger audience to the sub-genre and we’ve had a lot of great ones and many not-so-great ones since then.

DN‘s publisher is run by Alan Emrich. Alan is a genuine hero for Southern California gamers, as one of the guys responsible for the Strategicon series of conventions while making many other contributions to the hobby even before he launched VPG. I was glad to hear they were doing a new edition of the game with updated rules, gorgeous new miniatures and stretch goals-a-go-go. Having recently gotten interested in the design work of local designer Jeremy Lennert anyway (his Hunt: The Unknown Quarry was recently brought into digital form thanks also to a Kickstarter campaign), I thought it was finally the chance to give it a go. Jeremy was kind enough to explain the game for me and ‘referee’ a play of the title at a recent game event, which I partially Periscoped while we got the rules explanation if you’re inclined to give it a look.

Darkest Night is a fantasy-themed cooperative game but it’s no Pandemic clone (that’s Defenders of the Realm). Instead, Darkest Night draws more from the feel of adventure-oriented co-ops that give players more of a chance to develop their character (think Runebound or Return of the Heroes). This is welcome because one of the problems with co-ops is the tendency for one player to kind of take over everyone’s roles (“The Director,” they are often politely called). Darkest Night gives players an opportunity to develop themselves out with powers from their own deck of 10 cards (13, if stretch goals happen). I’m also in love with the statistic the characters have. No typical “Strength” and “Dexterity” stuff here. Instead, you have “Grace” (hit points) and “Secrecy” (how hard you are to find). The way Secrecy works is intriguing since this value will govern how easy it is for the Necromancer to find you. Kind of like Fearsome Floors, he’ll move to the closest player he detects when he moves.

The new edition has gorgeous miniatures that you can buy as an add-on plus some expanded rules. While this was my first play of the game and I cannot compare the new rules to the old, it would appear the updates expand the options available and make the game even more flexible. As with many games, it’s the cards that bring the variation to life. The new edition adds even more event cards, which are drawn from most locations. These cards can lead to conflicts, bad mojo stuff happening that will provide you misery and, occasionally, something not terrible. While the different cards are welcome, they do feel very 80’s Games Workshop, as they usually have a die roll to see what happens. I’m of two minds on that one. While the additional variation of cards not always doing the same thing can be enjoyable, there are times when you get results like “nothing happens.” Kind of a yawn but okay if it happens rarely. In our game, it happened more than that.

The Event cards also trigger some interesting elements to add to the board, including Quests. These are opportunities for characters to complete a task to gain an advantage but they also come with timers. The urgency and interest these provide make for a richer game and it’s a welcome mechanism. There are also Artifacts and Mystery cards that provide some other opportunities for interaction with game mechanisms that help players along. We played on a prototype board so it is hard to judge it but there are a lot of things that can show up on the board and it can get a bit crowded, but all of these elements work well for the game.

Then the bad guy gets a turn (notably, after all players get a go – not like Pandemic where it happens after each player). Blights (or the ‘infection cubes’, if you like) that get dropped out onto the board are implemented in an interesting way as they turn regions of the board into startlingly difficult places to be. Instead of just stacking up to show their threat as in Pandemic, Blights provide a specific penalty to the players at the location where they sprout. They’ll hit you for a combat or evading penalty or some other problem. Blights works well – in fact, my only issue with the Blights is the design of the tiles. While you are usually defending against or evading them, those values are quite small. Near the bottom, in a MUCH bigger font is the value you need to roll to defeat them (and the penalty for failure), but this is less often used. Were I their graphic designer, I’d switch those immediately to increase the ease of use because we kept having to squint to complete the action we did the most with these guys.

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Session Review: Darkest Night 2nd Edition from Victory Point Games (continued)

Session Review: Darkest Night 2nd Edition from Victory Point Games (continued)

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While Blight works well, I do wish I could see the effort help us manage the threats. While removing them reduces frustration, I had a hard time tracking how our efforts were helping in the battle against the Necromancer. Once in a while, something we did reduce the ‘Darkness’ (a marker not unlike the Knizia Lord of the Rings tracker, or the Minion Hunter –  the precursor to all of these games – track that all four threats live on), which felt like we were striking a blow. Too often, though, our efforts felt like they were just us swatting flies away from our efforts to get enough artifacts to get enough clues to do…something. While the turns were short, a lot of times, it just felt like we weren’t doing very much and yet turns have a lot going on from an administrative perspective. You start with that event card, which can often turn into multiple event cards. Then you do your action: moving (again, a whole turn to travel makes sense in the name of the mechanisms but not in the name of players feeling a sense of accomplishment), taking a single swipe at a Blight (miss the roll and the turn is over, bub, which could mean another event or just lost Grace), or do something with one of the cards on the space. You can also just rest to restore Grace. Then, you need to deal with any monster Blights (either fight them off – notably, not killing them – or just evade them).

Screen Shot 2016-05-22 at 12.42.40 PMThere are just an awful lot of turns. The length of a turn is a challenging problem. As a eurogamer, I’m no fan of lost turns. While the Web (a Blight that makes a player lose a turn when they leave a space with it) is manageable because you can opt to fight and remove Blights, it is less appealing to go to the Monastery and pray, only to find that you get absolutely nothing for it with bad rolls. I won’t make a religious joke here but I will say that I’d rather see the devotion do you good regardless of the dice. Darkest Night has that war-game sense of resolutional luck rather than situational luck. I’m sure that’s a lot of the appeal for RPG players and the huge community of fans the game enjoys (which has led to many expansions).

Unfortunately, the storytelling is not as strong as the interesting mechanisms. The names are all generic and the board is made up of a handful of locations that have functional names “Monastery” and “Swamp,” that are descriptive but not evocative. While the Necromancer is a threat somehow, it’s not something that comes out in the game much. In Pandemic, you’re saving the world (real places with city names) from the disease and the paths to a loss make it clear what is happening. This is even more powerful and effective in the truly awesome Pandemic Legacy. In Knizia’s Lord of the Rings, Knizia benefits from the legendarily intriguing Middle Earth, which is abstracted out but there is a definite sense of location with the unique characteristics of the areas.

It’s an interesting problem. Is it more appealing to let players imagine their own names with the characters to tell their own story? Sure, I buy that idea. The 29 characters and their unique 13 card decks provide players with a chance to experience the game many different ways, adding to the replay value of the game. Yet, I can’t say the same for those generic name for the locations on the board. There’s nothing particularly inspiring about going to The Forest or The Castle. That’s where the storytelling would be welcome. Even the Necromancer seems to want a name to make him seem more grounded and real. As a double-size cardboard standee, he looks imposing but without a backstory or more visible signs of the impending doom, Darkest Night’s story didn’t hold my attention for the full length of the game, even though the mechanisms are strong.

Darkest Night plays in two to three hours but it was a first game for our crew so it ran longer. I think my recent forays into three-hour games of Star Wars: Rebellion may have given me a false sense of my stamina for over two-hour games. I believe the storytelling strength of Star Wars: Rebellion is why three hours with that game feels like not enough time. Of course, familiarity with almost, ahem, forty years of Star Wars in my life means there is a built-in level of interest there. Still, I think the rich theming is what makes it all the more compelling and keeps players deeply engaged.

Darkest Night 2nd Edition is good fun for RPG cooperative board gamers and is available now on Kickstarter. It’s already funded but a bunch of excellent stretch goals await. I recommend you check it out because if you like this kind of game, you get a whole lot of fun in this new edition. The campaign runs through June 11 and the details can be found here.

Boardgame Babylon Rating

BIN (Buy It Now) PIN (Play It Now) TIF (Try It First) NMT (Not My Thing)