With the hubbub surrounding Gen Con, the Kickstarter projects have been quieter than usual. So with Indy returning to normal, let’s take a look at a few campaigns you might have missed.
First up we’ve got Ryan Laukat and Red Raven Games with Near and Far. A sequel to Above and Below, this game incorporates many of the same thematic and gameplay elements, wrapped up in more of Laukat’s stunning artwork:
Four wanderers search for the Last Ruin, a city that legends say contains an artifact that will grant the greatest desires of the heart. A lost love, redemption, acceptance, a family rejoined– these are the fires that fuel the wanderers’ journeys, but can they overcome their own greed and inner demons on the way?
In Near and Far, you and up to three friends explore many different maps in a search for the Last Ruin, recruiting adventurers, hunting for treasure, and competing to be the most storied traveler. You must collect food and equipment at town for long journeys to mysterious locales, making sure not to forget enough weapons to fight off bandits, living statues, and rusty robots! Sometimes in your travels you’ll run into something unique and one of your friends will read what happens to you from a book of stories, giving you a choice of how to react, creating a new and memorable tale each time you play.
Near and Far is a sequel to Above and Below and includes a book of encounters. This time players read over ten game sessions to reach the end of the story. Each chapter is played on a completely new map with unique art and adventures.
Answer the call of the ruins and begin your journey.
- Search for a lost city in a strange and wonderful world of ruins
- Manage and recruit adventurers, each with a unique identity
- Read from a book of stories, building an amazing and memorable tale each time you play!
- Choose your path in connected quest lines
- Includes a gorgeous atlas of 11 maps to play on!
- Buy skills for your character over a ten-map campaign
- 2-4 players, 90 minutes
Near and Far has crushed the funding goal, but ends soon – head over before the evening of Thursday, August 11th! [link]
Next up Greater Than Games brings the powerhouse design team of Christopher Kirkman, Richard Launius, and Darrell Louder together for the epic Fate of the Elder Gods:
The time has come. All signs and portents point to this momentous night, and you and your siblings of shadow stand ready. Your cult has sacrificed much – and many – to prepare the ceremony to awaken the dread god whose name twists your tongue and whose dark purpose twists your mind. But this night is one of great power, and your lodge is not the only one who seeks to harness that power. Other cultists prepare similar yet horribly different ceremonies, and investigators roam the streets and locales of Arkham, seeking to stop the inevitable annihilation. You must strike now, before a cult of a different old one ushers in their own maddening end times. In your hands lies the Fate of the Elder Gods!
In Fate of the Elder Gods, 1-4 players take on the ever-maddening role of cults trying to summon ancient evil and herald the fall of mankind! Each cult is competing to be first to summon their god, but they must also repel intrepid investigators working to seal off the gate to beyond with Elder Signs. Gather arcane artifacts, cast powerful spells, embrace the Dark Gift of your Elder God, and be first to awaken your dread master… before it’s too late!
During the game, players use a variable hand of spell cards to do one of two things to aid their cult in their mission: Use the spell’s Astral Symbol to navigate the areas around Arkham on the unique Fate Clock board, or use the symbols in a location’s Astral Column to ready a spell. Readied spells can be cast at any time, but while in a cult’s Spell Reserve their primary Astral Symbol can aid in readying future spells, creating an engine for pumping out more potential power.
As cults travel to the six locations on the Fate Clock, they activate specific powerful abilities, such as gaining useful artifacts at The Museum or enabling their Elder God’s Dark Gift at The Ceremony. As cults send more and more cultists to a location, they may gain control there, adding even more powerful abilities. However, cults must be careful how they navigate Arkham as a location with lots of activity will attract pesky investigators. Tempt fate too many times and the investigators may raid your cult’s lodge, placing Elder Signs, and generally getting in the way of summoning your Elder God. Gain too many Elder Signs and it’s game over!
If any cult can manage to raise their Summon Track to 9 before the investigators save humanity, their Elder God awakens and they win! Of course, “win” is a relative term as it will certainly herald the end of the world — but that’s a small price to pay for eternal servitude to the Ancient Ones.
This campaign will run until August 19th, so don’t delay! [link]
Finally, solo gamers everywhere will be rejoicing as Van Ryder Games brings a stand alone expansion to A.J. Porfirio’s hit game Hostage Negotiator with Hostage Negotiator: Crime Wave:
In Hostage Negotiator: Crime Wave — a standalone expansion to the solitaire game Hostage Negotiator — each turn represents a conversation between you and a hostage taker. You play cards and roll dice to increase conversation points, decrease the threat level, and release hostages.
Hostage Negotiator: Crime Wave uses the same “hand-building” mechanism found in Hostage Negotiator that puts cards you purchase directly in your hand for next turn, but it features new Conversation Cards, new Terror Cards, new Pivotal Events, and all new Abductors — each with new rules and new demands! It can be played right out of the box and also expands the original Hostage Negotiator.
Hostage Negotiator: Crime Wave comes in a box that fits all released content for Hostage Negotiator to date with room for more.
Hostage Negotiator: Crime Wave is completely playable without any other content. So if you don’t own the original Hostage Negotiator, you are still getting a fully playable game right out of the box. But having the original as well really brings out the most in this expansion! With new Conversation Cards, new Terror Cards, new Pivotal Events, new Abductors, and new Demands that can all be integrated with the original, your Hostage Negotiator experience will be taken to an all new level! Plus, with a larger box that can easily fit all released content -including the entire original game box- with room for more, you won’t have to worry about any storage concerns whatsoever. But you’ll still have the portability option of the original for taking on trips!
August 18th marks the end of this Kickstarter project, so head over there today to get your copy! [link]