Crowdfunding Round-up: Blocky Mountains, Cave Evil, Abeja Reina, Chex, Gettysburg: The Tide Turns & I Am Zombie

Crowdfunding Round-up: Blocky Mountains, Cave Evil, Abeja Reina, Chex, Gettysburg: The Tide Turns & I Am Zombie
Board Game: Blocky Mountains
• I have no problem with publishers that use crowdfunding projects to take preorders, to market a game, or to test the waters ahead of time to estimate the size of a production run – but when I think about the larger purpose of crowdfunding, about the idea of a game existing solely because I was one of several people to back it with my funds, I think about designs like Gerhard Junker's Blocky Mountains, which is being funded on the German site Startnext through October 4, 2013. (Startnext link) Here's a description of the game/art project/oddity:

Quote:
Blocky Mountains is a dexterity game playable with 2-4 players in either a cooperative or competitive manner or as a solo game. The core of the game consists of 3D landscapes that you build with large wooden blocks, after which you try to maneuver a large wooden pawn ("the adventurer") over this course.

In competitive play, you want to be the first to reach the mountain summit on the score track, and to do so you must master several challenges. Each challenge consists of a parcours built out of the wooden blocks according to the challenge card you draw randomly from three piles: A - C, from easy to difficult. After having built the landscape course, you have to push, pull, lift, slide or swing the "adventurer" from the start to the end block. This adventurer has a metal eye on top, and you move it with a wooden pole with a hook at its end. Some challenges require an intermediate string between pole and pawn, while others require both hands to simultaneously move pawn and grizzly bear, the bear being another wooden piece. A third kind of piece to be moved is food, which you "kick" with the adventurer.

When you master the challenge, the next player decides whether to change to the next parcours or try to master the same one again. Depending on the difficulty of the challenge, your piece can move 1-3 steps toward the summit. If you lose track, fall down, or lose your food, you have lost this challenge and must move backward! The game includes other details – e.g., owls and squirrel tokens for managing your skills and special actions – but this is more or less the whole game.
And to see the game in action, with Junker playing the part of the adventurer and illustrator Klemens Franz pulling him along, here's the explanatory video from Startnext:


From gallery of W Eric Martin
From gallery of W Eric Martin
• Along similar lines, Spanish publisher nestorgames has two crowdfunding projects underway, with each of them needing €500 in backing in order to proceed to publication.

The first is David L. Smith's Chex, which uses the familiar chess pieces in a new way. (nestorbooster link) Each player has a shuffled stack of the standard 16 chess pieces. On a turn, a player either moves one of his tiles already on the board (without separating the group of tiles in play) or draws a tile and places it legally amongst the other tiles. Your goal is still to checkmate the opponent's king, but first she has to have a place to put it into play, then you have to be able to threaten checkmate without having the attacking piece locked in place by new tiles coming into play. (How? If a piece on the edge of the playing area has the king in check, the owner of the king can draw a tile and place it on the far side of the attacking piece. Moving this piece would now separate the tiles, which is illegal.)

While Chex is three decades old, the second game on nestorbooster – Abeja Reina from Jesús Sánchez Páez – is from 2013. In this abstract strategy game, each player wants to eliminate the opponent's queen bee. The queen and her workers can move to an adjacent hexagonal space, while the drones fly along the line leaving a hex to the next hexagonal space. The game board depicts a trench that's two levels deep between the starting hives, and if you move a piece onto another piece in the trench, the bottom piece is trapped; land on an opponent in the non-trench areas or a pinning opponent in the trench, and that piece is elimated. (nestorbooster link)

Board Game: Cave Evil
• Along the same lines as nestorbooster, Nate Hayden from Emperors of Eternal Evil Games is self-crowdfunding a second edition of Cave Evil through a site set up specifically for this purpose. (MyShopify link) Here's a rundown of the setting and gameplay:

Quote:
"The living dug out cities for their dead – necropolises deep within the earth. They filled the caverns with bodies and locked them away from the upper air. Eventually the dead forgot the living – if any remain.

But in death, a new life began. The breath of evil from the darkness of complete shadow stirred corrupted flesh. In their middens and pits, the dead awakened, swarming through slime-fluxing tunnels, seeking chthonic power, warring with demons and denizens of the deep. Animated by the black flame, necro-ecologies rose and collapsed in the crypt-universe. Now, cloistered undead lich-wizards have discovered the primordial opening to the shadow source, the doleful horror-hole where the Eternal Evil Emperor watches and waits...

The necromancers have dug their Lairs deep into the ground. They must gather precious resources and body parts to assemble an army of minions, while defending their own lairs from the excavations and intrusions of others. In the end, the only route is into the demon path...

Then depletion of your essence leads to spending another eternity in foul sepulchral darkness awaiting the next Awakening of Death."

In Cave Evil, each player takes the role of an ancient Necromancer. Located deep within an earth, their Necropolises have now merged, each seeking the Darkest Pit, the location of all evil. The dark wizards must build minions with precious resources from their Lairs to send forth and destroy, or dig further tunnels to locate other creatures, resources or to ambush another sorcerer.

The game is won when only one remaining Necromancer stands. A Necromancer can be destroyed by combat, or an enemy minion may venture into their Lair and crush the wizard's shadow power, a Chthonic Crystal – but an even greater darkness may befall the players. As they build and destroy creatures, the Dark Pit absorbs the shadowflame and may awaked the ultimate Cave Evil.
In case that's not flavorful enough for you, check out the promo video running on the Cave Evil website:


• Designer/publisher Corné van Moorsel from Cwali has added an expansion for Mayday!Mayday! to the crowdfunding effort at Spieleschmiede allowing for the game to be played with up to ten players (instead of the eight-player limit in the base game). Moorsel says that this expansion will be available sometime in 2014, but is an option in the present only for project backers. He's also put together a print-and-play version of this semi-cooperative game; see this BGG thread for details. (SS link)

• Steve Wood at Escape Pod Games plans to launch a Kickstarter campaign for Gunship: Afterburners! – the first large expansion for Gunship: First Strike! – on August 7, 2013. Wood has posted a multitude of photos and a long description of the expansion on the EPG website.

• Now here's something you don't see every day – Shenandoah Studio has reached the funding goal for its Gettysburg: The Tide Turns iOS app, which is designed by Eric Lee Smith, with three weeks remaining in the KS campaign, and now it's reached an agreement with Clash of Arms Games to release a tabletop version of the app. New backing levels have been added to the KS project, with the app and board game both due out in March 2014. Who's going to create a page in the BGG database for this title? (KS link)

From gallery of W Eric Martin
• Let me dip into role-playing games for a minute – not because I play RPGs, but because I'm so taken by the sheer velocity and intensity of this project that I wanted to poke you in the eyes with it and have you see what I've seen – namely Mark Rein·Hagen's I Am Zombie. The main concept is that you are that rarest of creatures: a cognizant zombie, a zombie aware of what's happening in the world around you, a zombie with a soul who must still do terrible things to survive. (KS link) Here's a description of the game:

Quote:
I Am Zombie is a role-playing game of horror and survival set in a twisted version of the modern world, layered with secrets and mysteries. However, this is a world of rationality and science, not fantasy and magic.

You are a Toxic, a victim of an age-old disease: the Scourge. The cycles of your life revolve around picking up and getting rid of Odium, a by-product of that which ravages your body. Odium build-up threatens to transform you into a mindless zombie – a Skag – whilst granting physical prowess. You might be half-dead, but if you control your Odium, you can retain your humanity, at least some of time.

When your Odium is high you start to rot and decay, accumulating syndromes – symptoms of various human diseases: a bad rash, blotchy skin, boils, gangrene, and even necrosis. When Odium is absent, such as after the ritual of Purgis, you will look nearly human and the best possible version of yourself. For a few days you can live like a rock star, but then, inevitably, you decline again.
External image

To set up the game, players receive seven character cards, each of which shows skills and attributes across the top and personality notes and background in bullet points across the bottom. As you receive Odium, you flip certain cards to their Toxic side, with your skills being enhanced due to your inclement loss of humanity and your personality taking on new facets.

Further description from the KS project:

Quote:
Running a game is made easy and intuitive with most booking eliminated. But unlike other lean game systems, this game is not just about "storytelling" (although that's a big part of it). I Am Zombie incorporates many gameplay elements and has a great deal of strategic decision making. This is a deliberate attempt to perhaps bring a new style to role-playing: simple but elegant rules that give the player a board game experience without getting bogged down by the old school minutiae of charts, indexes and rule exceptions.
Over-the-top grindhouse art, corporate parodies, commercials for Taint-A-Way zombie control liniment, WWII-style anti-zombie posters, and much more – even if you have no interest in being a zombie (and who would really?), the level of commitment and energy involved in this project is impressive.

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