Freedom is a card-driven, cooperative game for one to four players in which the group is working for the abolitionist movement to help bring an end to slavery in the United States. The players use a combination of cards, which feature figures and events spanning from Early Independence until the Civil War, along with action tokens and the benefits of their role to impact the game.
Players need to strike the right balance between freeing slaves from plantations in the south and raising funds which are desperately needed to allow the group to continue their abolitionist activities as well as strengthen the cause.
The goal is not easy and in addition to people and events that can have a negative impact on the group's progress, there are also slave catchers roaming the board, reacting to the movements of the slaves on the board and hoping to catch the runaway slaves and send them back to the plantations.
Through careful planning and working together, the group might see an end to slavery in their time.
Each Agent card features a "command" on one end of the card and "points" on the other end. The direction in which you place the card determines from which asset you benefit. If you choose to perform the command, one of your opponents scores the points; if you keep the points for yourself, an opponent gets to perform the command. With 25 different Agents, each with its own unique ability, Agents can be turned, killed, extracted and swapped – making the game ever flexible, variable, unpredictable and a test of forward planning and quick thinking. As you learn about each Agent's special abilities, discover how Agents work together or against each other, and weigh up the advantages of collecting points for yourself versus using the commands to further your goals and sabotage your opponent's strategies, the game becomes increasingly complex, dynamic and challenging.
Missions, played alongside Factions of Agents, provide interesting, strategic conditions which, if fulfilled, score you big points – but if you race ahead, you'll also become a target for attack. The better you're doing, the more under fire you'll be.
• German publisher Spieltrieb is raising funds on Startnext for a new edition of the 2004 release Keep Cool from designers Klaus Eisenack and Gerhard Petschel-Held, noting that it's sold out three editions of the game but lacks funds for a new edition. (Startnext link) Here's a game description form the project page:
Every world region pursues both economic and political targets. While all players need to build an industrial basis and constant economic growth, the political targets may be conflicting. Some might want to promote renewable energies or are pushed to protect the climate by influential environmental organizations. Others might not believe in climate change or are instrumentalized by their oil industry. Finally, some will be pragmatic – they are mainly concerned with global economic growth or their insurances and will cooperate with either group, depending on the current situation.
The heart of the game is the hero cards. They represent one hero in the game and are modelled after vintage trading cards. On the front side is a picture of the hero, and all the gameplay info about their powers; on the back are fun stats and an origin story!
At the start of the game, each player assembles his team. You can either pick one of the set starting teams or draft your team. Drafting allows you to put almost countless sets of heroes together to try out all sorts of crazy combos and synergies. Drafting works almost like a mini-game before the main event, as the players try to put their best possible team together. Once you have picked your team, it's time to fight. The players take it in turn either bringing a hero into play, or using their hand of power cards to trigger one of their heroes' amazing special abilities!
• Designer Luca Caltabiano, who previously took his design to Indiegogo for funding, is now on Kickstarter for a second go at CarmaRace, in which everyone is trying to hitchhike their way across a continent to acquire a limited edition collectable at a convention. No gamer would ever do that in real life, of course, would they? (KS link)
• U.S. publisher Wishing Tree Games is trying to fund Andrew J. Clark's Codename: Oracle, a two-player game themed around competing U.S./Soviet efforts to use psychic powers to their advantage and gain information about the enemy. The Kickstarter project does the thing in which the Russian letter Я (pronounced "ya") is used in place of an "R", so I'll have to issue the project 15 demerits. Using the letter И (pronounced "ee") as an "N" brings another 20 demerits. Don't push your luck, guys – a few more demerits and you'll receive a black mark and a day's detention! (KS link)
• Kickstarter is opening its doors to Canadian-based project creators.
• And while this issue has already been discussed on BGG, I thought it worthwhile to include the news in this update in case you haven't already seen it, namely that Erik Chevalier of [company=22549]The Forking Path, Co.[/company] announced on July 23, 2013 that he wouldn't be able to deliver Keith Baker's The Doom That Came To Atlantic City, which had racked up $122k in funding in mid-2012 by more than 1,200 backers. An excerpt:
The short version: The project is over, the game is canceled.
After much deliberation I've had to make this decision. I've informed Keith and [artist] Lee [Moyer] and neither at all happy with this situation. Every possible mistake was made, some due to my inexperience in board game publishing, others due to ego conflicts, legal issues and technical complications. No matter the cause though these could all have been avoided by someone more experienced and I apparently was not that person.
From the beginning the intention was to launch a new board game company with the Kickstarted funds, with The Doom that Came to Atlantic City as only our first of hopefully many projects. Everyone involved agreed on this. Since then rifts have formed and every error compounded the growing frustration, causing only more issues. After paying to form the company, for the miniature statues, moving back to Portland, getting software licenses and hiring artists to do things like rule book design and art conforming, the money was approaching a point of no return. We had to print at that point or never. Unfortunately that wasn't in the cards for a variety of reasons.
Designer Keith Baker responded on July 24 to Chevalier's post:
Lee Moyer and Keith Baker are not part of the Forking Path. Neither one of us received any of the funds raised by the Kickstarter or presales. I haven't received any form of payment for this game. Lee and I were not involved in the decisions that brought about the end of this project, and we were misinformed about its progress and the state of the game....
Lee and I don't know exactly how the money was spent, why the backers were misled, what challenges were faced or what drove the decisions that led to the cancellation of the game. Not only did we not make any money from the game, we have actually lost money; as soon as we learned the true state of affairs, we engaged a lawyer to compel The Forking Path to come forward to the backers and to honor its pledge to issue refunds.