There are five main categories of performers: the Tamers, the Acrobats, the Bizarre, the Magicians, and the Jugglers. Each of them have different demands the player must fulfill in order to give their best performance. The requirements, which vary between performers, are Rehearsal, Equipment, Supplies, Costumes, and Promotion. There are three levels of performances that each performer can end up doing in a show: a poor one, a good one, and an outstanding one. The higher the level of performance, the more requirements each performer will have to fulfill in order to achieve it.
The better the performance, the more each player can get out of it. When performers do outstanding performances, the player must choose between getting the maximum amount of benefit out of them, or getting the Prestige Points they are offering. There are also other ways to improve a circus such as trailers, investments, and personnel that will help your performers do their best.
After each player has had a chance to roll, the roles are revealed and resources are turned in for points.
There's a bunch of other stuff behind the project, and the obvious "hoax" is only the first layer, the one that weeds out those who aren't interested in thinking more deeply about it. I'm hoping that backers will find the experience richly rewarding by the end.
• Joseph Kisenwether's Karesansui, which I posted about the other day in a new game round-up, is now on Kickstarter from U.S. publisher Gryphon Games and with just over a day ticking off the clock, the project is nearly half funded. (KS link) Who knew that the idea of tending a Zen garden would be so appealing? Here's an overview of the setting and gameplay:
Keep in mind while creating your garden, however, that certain combinations of rocks must be avoided! Every afternoon, the Feng Shui Masters come by to check your work. You'll receive demerits for any forbidden combinations – but you'll also receive demerits for your laziness if you don't add new stones each day, so you must find a balance.
The Masters' final evaluation will come with no advance warning. The Initiate who has the fewest demerits will advance to Grade Three, while the one with the most demerits will be kicked down to Grade One, joining the others in the daily search for new rocks...
But this is really only a means to an end. The real reason for a group of treasure hunters to explore a dangerous tomb is so that they can (hopefully) acquire heaps of treasure. Players will use their wit, push their luck, and call upon powerful scrolls to help themselves and hinder others, all in the pursuit of treasure points. The player who makes it out of the tomb with the most points wins.
For milleniums, this sign was anticipated and dreaded. Darkness fell over the island as two of the four suns eclipsed. The colossuses would come to posses the astral body of their creator. The Citadel of Time would fall...
In Kolossus, each player starts at one corner of the world with five warriors, two guardians, and one mighty colossus, with players pairing into alliances. The creatures have different strengths and abilities to move across the map, and using their abilities wisely is the key to success. With the use of mana, players can enhance their creatures' abilities to make them harder to beat or to hit stronger.
The aim of the players is to reach the Citadel of Time and control it as long as possible because the alliance controlling the Citadel receives a time crystal for every turn it does so. To win, an alliance needs to have the most time crystals at the end of the game or to expel all creatures from one side from the island.