Le prochain jeu proposé par Christopher Ferguson ( Lord of the Dead )
https://www.kickstarter.com/projects/10 … n=ccb2e7ed
Star Patrol includes everything you need to set up and play a game.
Reversible hex map and ship record cards, with trackers for hull integrity, power, crew, starfighter squadron status, weapons & upgrades, and inertia
Unit rosters for ships and weapons
112 counters for ships, weapons, and upgrades
8 SHIP TYPES
Starfighter (Str) - Tiniest ships, particularly useful for patrolling multiple territories too distant for larger ships to control, can deliver a powerful sting at need.
Dropship (Drp) - Built to deliver space marine boarding parties right to the enemy’s doorstep, equipped with a free tractor beam upgrade.
Corvette (Cvt) - Smallest customizable ship, suitable for short range missions, small skirmishes, and escorting larger flagships into full-scale conflicts.
Frigate (Frg) - Small vessels, often sent out in hunter-killer teams where one ship feigns weakness to draw an enemy into battle and the other waits in ambush.
Destroyer (Dst) - Medium-sized vessels, the workhorse of the fleet, seen either as flagships for small fleets or as picket ships for massive-scale engagements.
Cruiser (Crs) - Large and powerful ships, often used for long distance space travel, almost never seen as pickets, more often as flagships.
Battlecruiser (Bcr) - Very large ships normally reserved for important (i.e. dangerous) deep space missions, sometimes spending months on end without making planetfall.
Battleship (Btl) - These colossal ships aren’t the most agile, but they pack a titanic payload. They can carry enough firepower to bring an entire system to its knees.
7 WEAPONS
Radiation Gun - heavy beam weapon, shunts radiation directly from ship’s power.
Particle Beam - light, ammo-less beam weapon best used as a backup.
Magnetic Railgun - powerful kinetic weapon with very limited ammo supply.
Swarm Missiles - ripple-fired light projectiles that are difficult to escape.
Anti-Ship Torpedoes - medium projectiles that are easier to escape.
Smart Bombs - planet-shaking projectiles, passive and easily avoided.
Proximity Mines - static explosives, handy for making an area unsafe to traverse
11 UPGRADES
Autogun Defenses - Handy against opponents who like to send in waves of starfighters or space marine dropships.
Clone Vats - Death is temporary. We can regrow you. We have the technology.
Shield Generator - “Storm’d at with shot and shell, boldly they rode and well, Into the jaws of Death, into the mouth of Hell.” Boldly … only because they had a shield generator.
Cloaking Device - They’ll still know where you are. But they’re not likely to be able to hit you.
Warp Drive - “Don’t discount our powers; We have made a pass at the infinite.” Classic sci-fi FTL drive, something like a space fold or a wormhole.
Antigravity Field - For those who like to get in really close to planets (which, incidentally, is a great way to lose a guided weapon that’s got you locked on)
Limpet Rockets - Fire this at your enemy, it attaches and continues to burn, giving the opponent an additional vector of acceleration. Playtesters came up with a lot of names for this upgrade, and most involve profanity.
Inertial Dampener - When you need to dump some inertia, this is your golden ticket.
Meteor Gun - “The work for giants, to serve well the guns.” Normally used for planetary bombardment. Handy against ships, too … if you can hit.
Flight Deck - “Be at the bursting of the doors of doom, and in the dark deliver us.” Turn your ship into a starfighter carrier for the ultimate in reach and flexibility. But be careful when your starfighters are refueling and rearming.
Space Marines - “Hell is empty, and all the devils are here.” When you want to take out the enemy in the oldest possible fashion, get up close and board their ship.
Design your starship in secret. Each player secretly designs a ship, mounting one of seven weapons or 11 upgrades on each of up to six hardpoints, depending on the size of the ship and orientation of the hardpoint. All weapons and upgrades are added to the player’s ship card face down, to be revealed only when the player uses it the first time.
Take advantage of (or fall victim to) Newtonian space flight mechanics. Ships have linear acceleration and orientation thrust values. Linear acceleration is how much inertia they can add in their current vector. Orientation thrust is how quickly they can change their vector. Ships keep track of inertia and continue to apply it to movement until they fire their engines in the opposite direction to cancel it.
Your fuel is your ship’s life blood. When your fuel is gone, your systems will fall dark and silent. Each ship has a limited about of power. It takes power to fire weapons, to activate shields, to trigger your engines, and nearly everything else. Your fancy weapons will become fancy dead weights, if you lack the power to fire it. A ship without power is a worthless derelict.
Manage your crew; they are the catalyst that activates every engine, weapon, and system. Each turn, you must assign crew teams to activate various parts of your ship. Weapons won’t fire without teams manning them. Orientation thrusters won’t work without teams monitoring them. Flight decks can’t launch or recover fighters without teams running them. As you take damage and lose crew teams, you’ll have to make critical decisions about which systems to activate.
Playtesters are starting to deliver new ideas for some really great weapons and upgrades. Space is limited, so stretch goals will be either small things or p&p stuff.
Space Station: some kind of immobile deep space ammo dump & refueling station
Fortified Planet: land space marines on a planet, turn it into a giant artillery piece that can shoot at nearby ships
Asteroid Tug: rules and counters that accommodate making asteroids mobile by allowing tractor beam-equipped ships to lock on to them and drag them from one hex to another
Advanced Sensor Suite: scan a ship to reveal one of its unrevealed weapons or upgrades
Pocket Options was started by me (C. S. Ferguson) to reintroduce microgames as an accessible format to the international board gaming community.
In 1977, Metagaming Concepts introduced their Microgame line, beginning with OGRE. Each game consisted of a 4-fold hex map, a counter sheet, and a rule booklet, all in a ziplock bag for $2.95. They were portable, playable, and accessible. Unfortunately, Metagaming Concepts went bankrupt after less than a decade.
Fast forward 30 years to the present. Board games have seen a colossal explosion in size, weight, intricacy, and price. But not everyone has the energy, time, or finances to access these games. So my goal is to reintroduce microgames. $2.95 in 1977 US dollars, adjusted for inflation, is $11.52 in 2015 US dollars. Pocket Options picks up where Metagaming Concepts stopped. My purpose is to create small, lightweight, fun games that can be produced and delivered anywhere in the world for $11.52. You can slip one of my games under the cover of a book, in the corner of a handbag, or into a jacket pocket. That’s what makes them Pocket Options.
Il va être ruineux, celui-là ! Va falloir tenter le PG !
A voir.
11$, ce n’est plus du Microgame, on trouve des boites metal avec plein de carte pour ce prix là.
Mais passons, le graphisme a l’air sympa. A suivre.
L’auteur à expliqué que ce projet était à la limite du micro-game à cause de son gameplay qui induit plus de matériel. Il a malgré tout réussi à le maintenir à 11$ FdPin pour le monde entier.
C’est le jeu sur lequel il bosse depuis le plus longtemps et vu la campagne de Lords Of The Dead, c’est un auto-buy pour moi.
Oui autobuy pour moi aussi. Le jeu a l’air sympa et la campagne de Lord of the Dead a été très bien géré. On sent que le gars est vraiment passionné par ce qu’il fait.
Quelques mises à jour
modif du design :
7 WEAPONS
11 UPGRADES
Design your starship in secret. Each player secretly designs a ship, mounting one of seven weapons or 11 upgrades on each of up to six hardpoints, depending on the size of the ship and orientation of the hardpoint. All weapons and upgrades are added to the player’s ship card face down, to be revealed only when the player uses it the first time.
Take advantage of (or fall victim to) Newtonian space flight mechanics. Ships have linear acceleration and orientation thrust values. Linear acceleration is how much inertia they can add in their current vector. Orientation thrust is how quickly they can change their vector. Ships keep track of inertia and continue to apply it to movement until they fire their engines in the opposite direction to cancel it.
Your fuel is your ship’s life blood. When your fuel is gone, your systems will fall dark and silent. Each ship has a limited about of power. It takes power to fire weapons, to activate shields, to trigger your engines, and nearly everything else. Your fancy weapons will become fancy dead weights, if you lack the power to fire it. A ship without power is a worthless derelict.
Manage your crew; they are the catalyst that activates every engine, weapon, and system. Each turn, you must assign crew teams to activate various parts of your ship. Weapons won’t fire without teams manning them. Orientation thrusters won’t work without teams monitoring them. Flight decks can’t launch or recover fighters without teams running them. As you take damage and lose crew teams, you’ll have to make critical decisions about which systems to activate.
Playtesters are starting to deliver new ideas for some really great weapons and upgrades. Space is limited, so stretch goals will be either small things or p&p stuff.
Space Station: some kind of immobile deep space ammo dump & refueling station
Fortified Planet: land space marines on a planet, turn it into a giant artillery piece that can shoot at nearby ships
Asteroid Tug: rules and counters that accommodate making asteroids mobile by allowing tractor beam-equipped ships to lock on to them and drag them from one hex to another
Advanced Sensor Suite: scan a ship to reveal one of its unrevealed weapons or upgrades
Pocket Options was started by me (C. S. Ferguson) to reintroduce microgames as an accessible format to the international board gaming community.
In 1977, Metagaming Concepts introduced their Microgame line, beginning with OGRE. Each game consisted of a 4-fold hex map, a counter sheet, and a rule booklet, all in a ziplock bag for $2.95. They were portable, playable, and accessible. Unfortunately, Metagaming Concepts went bankrupt after less than a decade.
Fast forward 30 years to the present. Board games have seen a colossal explosion in size, weight, intricacy, and price. But not everyone has the energy, time, or finances to access these games. So my goal is to reintroduce microgames. $2.95 in 1977 US dollars, adjusted for inflation, is $11.52 in 2015 US dollars. Pocket Options picks up where Metagaming Concepts stopped. My purpose is to create small, lightweight, fun games that can be produced and delivered anywhere in the world for $11.52. You can slip one of my games under the cover of a book, in the corner of a handbag, or into a jacket pocket. That’s what makes them Pocket Options.
Et moi qui vient enfin de me payer Eclipse…
J’ai du mal a m’imaginer le jeu avec ce qu’on voit la ^^’
Ca y est, lancé et financé
nefisil dit:Ca y est, lancé et financé
En même temps, l'objectif était vraiment très bas.
Mais soit, j'en suis ... pour l'instant, c'est histoire de suivre la campagne (parce que vu l'auteur la campagne devrait être gérée de main de maître). Je déciderais plus tard si je conserve mon pledge ou non.
Jiheffe dit:A voir.
11$, ce n'est plus du Microgame, on trouve des boites metal avec plein de carte pour ce prix là.
Mais passons, le graphisme a l'air sympa. A suivre.
Je pense que tu veux dire des jeux casuals dont on à fait le tour après 2/3 parties ? Honnêtement, les jeux dans le style Lord of the Dead, Star Patrol à 10€ frais de port compris, j'en connaît pas beaucoup, à 15€/20€ + frais de port, oui mais on est très loin des 10€ et c'est pas tout fait le même genre de jeu. Le jeu auquel je pourrai le comparer, c'est Tank on Tank et il coûte 30$.
Et ne pas oublier que c'est un projet amateur qui n'a pas accès à toute la logistique et les coûts de production que peuvent fournir des éditeurs de jeux.
Ben merde, j’ai failli le rater ! Bon ben, pledgé.
alloleo dit:nefisil dit:Ca y est, lancé et financé
En même temps, l'objectif était vraiment très bas.
Certes, mais bon, il en est déjà à (presque) 3 fois la somme demandée initialement.
Même si ça ne représente "que" environ 4.5 k$, perso, je trouve ça pas dégueu.
Il devait plutôt penser à TI3 ou Exodus"
…
O o
Il est prolifique lui, il enchaine !
Énorme démarrage avec 6k le premier jour, soit plus que les dernières 48h de Lord of the Dead. Il est parti pour casser la baraque, celui-là…
kirillkuma dit:O o
Il est prolifique lui, il enchaine !
Si ma mémoire est bonne, il avait initialement prévu de ne lancer Star Patrol qu’en début d’année prochaine, mais il a eu tellement de demandes (“cadeaux de Noël”, etc.) qu’il a redéfini tout son planning et qu’il a désormais encore deux ou trois autres jeux prévus pour tous être livrés avant Noël. Ça va devenir une véritable industrie, son truc.

merlinpinpin dit:Ça va devenir une véritable industrie, son truc.
D'ici un an on va avoir le "bundle Ferguson" édité par FFG.

Xahendir dit:merlinpinpin dit:Ça va devenir une véritable industrie, son truc.
D'ici un an on va avoir le "bundle Ferguson" édité par FFG.
Et le Lord of the Dead designer edition que beaucoup réclament, édité par CMON.

merlinpinpin dit:Xahendir dit:merlinpinpin dit:Ça va devenir une véritable industrie, son truc.
D'ici un an on va avoir le "bundle Ferguson" édité par FFG.
Et le Lord of the Dead designer edition que beaucoup réclament, édité par CMON.
Ben moi je me contenterais bien de mon "Lord of the dead" Standard Edition que j'attends encore et que je n'aurai pas avant fin août du coup !
Backé aussi. Bon j’ai toujours pas mon Lord of The Dead mais il ne devrait plus tarder.