When Harry met Trevor (in college) and Stephen (at their day job)… Three guys that love playing deck building games created a fantasy genre deck-builder that seems to surpass some of the classics. Its motto: Do you have what it takes to be King?
Receiving reviews like “... It takes a proven concept and enhances it to the point I wouldn’t want to play some of the older more established games in its genre” (Rick, Let’s Level Up) and “After playing Warring Kingdom I can’t go back to Dominion” (Mark, BGG) the Warring Kingdom game designers seem to have created a deck of cards that captivates its players. What is their secret?
Harry Gao is the one that really started the whole project by putting together some basic rules and cards. ‘Warring Kingdom is a game that rose love of easy to pick up, but hard to put down board games. We wanted something that could be played often but differently each playthrough. We came up with a deck builder where victory is based on your ability to capture an opponents castle, not in victory points. Something that breaks the mold of old-school genres.’
What uniqueness you are bringing to the table? With Warring Kingdom, we are bringing competitive, strategic, and affordable gameplay to the table. We did not find a tabletop game that offered all these elements with just cards, so we created it! In particular, Warring Kingdom features: Deck-building mechanics on the strategy layer (think Dominion); Ability to put down cards to be used over and over again (think Innovation); BALANCE (think Twilight Struggle); Have epic yet unpredictable battles between players (think war games); We also interjected mechanics to ensure replayability, and make sure all gamers – hobby or casual, new to Warring Kingdom or played 100 games – will have a good time learning, playing, and teaching this game.
All three – Harry, Trevor and Stephen – are avid tabletop gamers, enjoying games like Innovation, Pandemic, Munchkin, Mage Knight, and Magic the Gathering. The three of them played the Warring Kingdom game for a few months before it even had a name.
Why did you decide to start a campaign on a crowdfunding platform? Why Kickstarter? We believe that game designers should have the right to bring their games directly to market, and we believe that gamers should have the right to pick what they want to play. We went with crowdfunding because it satisfies both those beliefs. We want to bring this game to gamers as we intended, without worrying about bogging down by intermediaries. We went with Kickstarter because we love the community that it has created around crowdfunding, and we love all the other crowdfunded games we find and back on Kickstarter.
Is this first your Kickstarter? This is our first attempt at designing a game and bringing it to Kickstarter. We pray to the masses (and the Kickstarter gods) that it is successful!
Have a look at their campaign video:
What kind of rewards did you come up with? Our rewards span the whole range from every dollar counts to thats A LOT of money! Obviously, we have the preorder rewards where you get a copy of the game in one form or another, but then we also have the rewards where well use your likeness and name on one of the Great Lords in the next upcoming expansion. Yes, we are already designing the first expansion.
What would be your advice to others regarding the rewards? To structure the rewards toward your goals. Are you just looking to sell preorders? Then dont have crazy expensive rewards. Are you looking for fellow game designers and potential business partners? Add crazy expensive rewards. Have something for everyone!
What would be your advice regarding creating a project on Kickstarter in general? We would have to say start planning your Kickstarter project months in advance. One big lesson we learned was to have a prototype out to reviewers and fellow tabletop gamers well ahead of the campaign launch. Another big
lesson was to get your rulebook tested and written clearly. It is a great source of information about your game when people cant actually playtest it before paying for it.
What did you do to promote your Kickstarter campaign? With a product that doesn’t exist yet, you really need to spread the word far and wide because people cant just walk by a store front and pick one up. We sent out prototypes of the game to reviewers. We then took to BoardGameGeek, Facebook, and other platforms to spread the word and advertise. We also bring the game to tabletop events in the Boston area whenever possible, so people can really try it in person. One last advise: demo, demo, demo. If you have a good game, show it; if you don’t have a good game, people will tell you. Think of demoing as a phase-2 playtest!
The Warring Kingdom Kickstarter campaign has 102 backers together pledging $5,322 of the $12,000 goal – at the time of writing. Deadline: Wednesday January 8, 2014.