Crowdfunding Round-up: Sushi, Running, Rebellion, Robbers & Perfidy – Unfortunately, Not All in One Game...

Crowdfunding Round-up: Sushi, Running, Rebellion, Robbers & Perfidy – Unfortunately, Not All in One Game...
Board Game: 1775: Rebellion
• For the second title in its "Birth of America" series – 1775: Rebellion from designers Beau Beckett and Jeph Stahl – U.S. publisher Academy Games has taken to Kickstarter, blowing through its funding goal in just a few days. (KS link) Uwe Eickert's "Risks and Challenges" write-up in the KS project is amusingly honest. Here's a rundown of the game:

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The Birth of America series continues with The American Revolution.

In 1775: Rebellion, players take the roles of the American Continental Army and Patriots against the British Army and it's Loyalists. Each side tries to control the colonies, provinces and territories. They call on the aid of Native Americans, as well as the German Hessians and French Army in order to successfully birth a revolution or quell the rebellion. The four factions each use their own deck of cards to move their units into postions. Battle are resolved quickly with custom dice. If you can control an entire colony, province or territory you raise a flag. When the game ends with the signing of the Treaty of Paris, the side with the most flag markers is the winner.

1775: Rebellion uses the same basic mechanisms as 1812: The Invasion of Canada, but to a different end result. The game is quicker (being 2-4 player) and the intermingling of units at the beginning of the game allows the action to start immediately. There are a few core rules that changed in order to better portray the goals of the war.

The game also comes with an advanced scenario, "The Siege of Quebec". We recommend this for players comfortable with the basic rules.
Board Game: Professor Pugnacious
• In the category of extraordinarily long game names (but by no means the longest), I present Professor Pugnacious' Portfolio of Perils, Pugilism, and Perfidy: The Card Game of Victorian Combat by designer Thomas Eliot and his newly-founded publishing company, Sixpence Games. (KS link) The description on the BGG page (shown below) is somewhat brief and lacking in gameplay details, but the full rules can be downloaded from the KS page:

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Professor Pugnacious' Portfolio of Perils, Pugilism, and Perfidy: The Card Game of Victorian Combat – a.k.a., 6P – is a fast-paced, tactical, deck-building game in which players take on the roles of rival proteges of Professor Pugnacious, building their decks to defeat adversaries and foil each other in a highly thematic game of Steampunk adventurers combating Gothic horrors.

Each player has access to only a portion of the pool of cards that can be purchased, which changes each turn and can be affected by played cards. Players attempt to gain enough Fight to defeat Enemies, as well as Failure to cause their rival players to lose their combats, and a host of other special abilities. The game ends with the defeat of the Finale, a difficult and rewarding opponent.
Board Game: Sushi Go!
• Designer/self-publisher Phil Walker-Harding from Adventureland Games is looking for funding for his card game Sushi Go! on IndieGoGo. (IGG link) Rules for the game, which includes the adorable French-looking grandfather salmon nigiri shown at right, are available (PDF) on the Adventureland Games website. For the short version, here's a rules overview:

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In the super-fast sushi card game, Sushi Go!, you are eating at a sushi restaurant, trying to grab the best combination of sushi dishes as they whiz by. Score points for collecting the most sushi rolls or making a full set of sashimi. Dip your favourite nigiri in wasabi to triple its value! And once you've eaten it all, finish your meal with all the pudding you've got! But be careful which sushi you allow your friends to take, it might be just what they need to beat you!

Sushi Go! takes the card-drafting mechanism of Fairy Tale and 7 Wonders and distills it into a twenty-minute game that anyone can play. The dynamics of "draft and pass" are brought to the fore, while keeping the rules to a minimum. As you see the first few hands of cards, you must quickly assess the make-up of the round and decide which type of sushi you'll go for. Then, each turn you'll need to weigh up which cards you keep, and what you'll pass on. The different scoring combinations allow for some clever plays and nasty blocks. Round to round, you must also keep your eye on the goal of having the most pudding cards at the end of the game!
Board Game Publisher: Sprocket Games
• Blogger and podcaster Michael Fox of The Little Metal Dog Show has taken the leap into publishing with Keep Running! from his own Sprocket Games. (KS link) Here's an overview of the "setting" and game play:

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Keep Running! is a quick-playing game based around the legendary tale of the two guys being chased by a bear in the woods. One of them briefly pulls up, grabs a pair of running shoes from his backpack and hastily throws them on. "What are you doing? You'll never outrun it!" yells the guy who is still moving. "I don't need to outrun the bear," replies the first (who by now has rapidly overtaken his friend). "I just need to outrun YOU."

Between three and eight players will be able to force and fight their way to the front of the pack, leaving their friends behind as The Bear gets ever closer. Each player has a rapidly diminishing hand of cards and one must be played every turn. Roll a die to see how fast you're going, but don't forget the modifier on the card you've put down! Some cards allow you to get more in your hand, keeping you in the game longer. Others will let you attack your opponents, pushing them ever closer to that ever-chasing bear. Run out of cards and you're no longer running – you're dinner!
Board Game: Bankraub
• And on the German crowdfunding front we have Bankraub from designer Till Meyer and publisher Spieltrieb, with the campaign being run on Spiele-Offensive's Spieleschmiede site. (SS link) English rules for the game are posted on the Spieleschmiede site (PDF), but the English is somewhat rough. I've massaged the game description originally included on the BGG page to make everything clearer:

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In Bankraub (a.k.a. "Bank Robbery") each player is trying to get as much money as possible during a series of bank robberies.

The center of the game board has four banks on it, each equipped with some combination of safes, guards and alarm bells – and the more equipment guarding a facility, the more money you'll find inside should you be the one to crack the bank. Of course the more equipment present, the more gangsters you'll need to get past everything. For a perfect robbery, you'll want to have blueprints of the bank, a safehouse to escape to (so that you don't have to wander the city eternally like the flying Dutchman), and gangsters who are perfect for the situation: an electrician for alarms, a safecracker for safes, and one "gorilla" for each guard. Oh, and unless you want to try walking away with the loot, you'll need some method of transportation.

Everything that players need is on the four types of cards: banks, hideouts, gangsters, and movement/action. In the first phase of the game, players draft their eleven-card hand – drawing a card from one stack and discarding a different type of card – until one player feels he has the perfect hand and shouts "Bank robbery!" This player is announcing that he has already robbed a bank, and now the other players need to figure out where the robbery took place and stop those thugs from getting to their hideout. (After all, if you're not getting the money, you don't want anyone else to have it either!)

This second phase ends when the gangsters reach their safehouse or one or more opponents block them and show a stronger hand of criminals. During this phase, the bank robber receives no new cards (since he's on the run) while the other players do, giving them resources to hunt down the crooks. If two or more opponents catch the crooks, they each get 10% of the money as a reward; if only one opponent catches the crooks, she can keep the 10% or she can grab the money herself and try to make it to her hideout.

After playing a predetermined number of bank robberies, the game ends and whoever holds the most money wins!

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