More generally, all of Postmark Games' releases will be designed for printing at home, an approach that Dunstan and Muldoon explain here. (If you missed that KS campaign, you can visit the Postmark Games website to purchase Voyages.)
I'm not sure whether I missed earlier releases along this line or whether Dunstan and Muldoon were simply at the edge of a wave, but I've now seen many games — almost all of them roll-and-write designs — published in the same manner. Yes, many Kickstarter campaigns would offer a print-and-play version of a game as one level of support, but now some are going all-in — print-and-play or bust.
First-time designer Colleen Williams of Meeplechase Games, for example, has her roll-and-write design Waterline on Kickstarter (KS link) with an incredibly modest goal of $150. Here's how the game works:
On a turn, the active player rolls the two six-sided dice, then each player uses the die results as they wish to draw pipe segments in their grid. You can use the die numbers separately for basic pipe or sum their values to use one of the special connectors. If doubles were rolled, well, too bad; you get a rock and need to place that somewhere in your grid. If a 7 comes up, you can choose any two basic pipe or one special pipe. Some spots on your player sheet are already filled in, so you can incorporate those pieces or avoid them as you wish. Rocks — you just want to avoid those.
After a certain number of dice rolls, the game ends, and if you have not completed your waterline, you score no points and lose. If you have, then you score based on how well you used existing pipes, how many rows and columns you filled with objects (including rocks and unused pipe), how many starred spaces you incorporated into your pipeline, the total number of pipes used, and whether you used more corner pieces than everyone else.
Here's a brief take on the game:
—Plant vines
—Harvest vines to produce grapes
—Process grapes to make wines
—Complete wine orders
—Hire workers to unlock one-time bonuses
—Deliver tours of your vineyard to gain popularity
Players must balance all the possible actions to maximize their points.
In the game, you build a mining colony on a distant planet. At the start of each round, players bid for resources, which include polyomino tiles, domes, landing pads, and science stations. After players reveal their bids, the players place (draw) the resources onto their sheets, trying to accomplish various things, such as having multiple items of the same type in a row or column.
After eight rounds, players score based on the development of their colonies.
Says Ornella, "The print-at-home model is a brilliant idea for a new way to produce and deliver games since it cuts costs and time. Of course you cannot design all possible games, but having fun and spending little money is a win-win thing."
As for what the game is like:
—A collection turn in which each player uses the same die roll to determine which good and how many of that good they can collect from the market.
—A move-and-sell turn in which each player can move their merchant and sell goods in a bundle.
—A maintenance turn in which warehouses must be paid.
The goal is to have the most profit and be the richest merchant of the land of Hermagor.
Hermagor Market is a print-and-play game for 1 to an infinite number of players. Print a sheet for each player, provide them with one pawn and a pen, and you are ready to play as long as one person has three dice to roll!
As for selling goods, Ornella notes that the combination of goods desired by a town is randomly generated by the website for each map, so while the game is print-and-play, you don't have a fixed PDF that you're printing each time you play — unless you want to, of course.