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Rule #1: Have Fun
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Supply Line is a game which attempts to simulate and demonstrate the logistics problems of traditional ground warfare. We cordially invite you to have a closer look!

The game has been in development for over three years. As the first game that we have designed, it has undergone significant revisions from the first public playtest - so many that it is a completely different game!

We have played many full games using the current ruleset with local testers (and lots of pizza) and feel that it's about time to offer the game to you for rule-reading and/or play-testing before we publish the game next year. Recent play reviews have been universally positive - this is one of the reasons why we want you to have a go yourself! It might be that the pizza and soft-drink 'playtest bribes' have been too generous for fair appraisals!

Time and Players
Supply Line is a variable length game, but one should expect about 90-180 minutes. The game should be able to support 2,3,4,6,8(!),9(!!),12(omg!) players - however so far we have only tested it with 2-4. The game includes a lot of concurrent play and it ends on the first player to be eliminated so larger numbers of players do not effect the length of the game too much - far more important is the degree of focus. (For most numbers of players, the game may be played as a free-for-all. However, for 8 players, the game would be four teams of 2, and for 9 players it's 3 teams of 3).

The Game Boards
Each game board is a hex-grid depicting terrain.
The game is played using whiteboard markers, and the 90cm x 75cm board (and A6 player sheets) will need to be prepared for that. Likewise each player will need to have one each of a red/blue/black whiteboard marker.

The game involves developing and maintaining a network of goods and military units. What makes this game significantly different to other war games is that it concentrates upon maintaining a supply line at all times. Units that are cut off from headquarters ('the fortress') are disabled and destroyed.

Unlike many games of the genre, the rules are not very complex and yet there are plenty of opportunities for the development of novel strategies. The game is a bit abstract but in general players have found the challenge of sustaining and defending a military regional network both inspiring and immersively interesting.

You will be

* Managing and developing networks for gathering metal and fuel
* Defending your networks
* Destroying and seizing other player's networks


What you get
Click here for the download
(Individual files are now available on the files section)
A zipfile consisting of:

* A huge full-size (75cm x 90cm) full-colour playtesting board (PDF)
* A 12 page illustrated rulebook (PDF)
* A sheet of 4 A6 player boards/accounting sheets (PDF)

'Able' company: Ready for action

Early access to a really good, even great, unique new game.
If playtesting is successful, when we decide to Kickstart this game, we will offer a major discount to significant contributers, including printed credits. (We will not kickstart this until we are fully confident in it's success).

What we want from you
We want the game to include 'meta' - informal diplomacy. There are no elements of chance in the game (no rolls, no cards) so teams should consider balancing skills.

What we ARE looking for
* Positive feedback (ie, all suggestions for improvement).
* Session Reports / Reviews
* Suggestions on how to make the game more fun.
* Improvements regarding clarity and absences(!) in the rules.
* Thoughts regarding unit/building names
* Suggestions for improving the thematic element.
* Suggestions to reduce complexity.
* Feedback on played games, especially regarding military actions.
* (low cost) fabricating boards for rollable/foldable whiteboard-marker-able-ness.
* Visual design options

What we are NOT looking for
* Negative feedback ('xxx' sucks - but no suggestions for improving).
* Extending the game rules to include eg shipping, flights, special military units.
* Anything that increases complexity.
* Suggestions to computerise. This is a board game.
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Mike Hoyt
United States
Durango
Colorado
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westbrookgamer wrote:

* (low cost) fabricating boards for rollable/foldable whiteboard-marker-able-ness.


Perhaps talk to the guys behind this KS. They've had more than their fair share of bruises, but appear to have finally found a reliable manufacture for boards which will work well with all sorts of markers

https://www.kickstarter.com/projects/gamenightlife/gnl-mats
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Rule #1: Have Fun
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Here's a photo at the endgame of a recent play test.
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Kurt Keckley
United States
Bakersfield
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westbrookgamer wrote:

Here's a photo at the endgame of a recent play test.


Do you have any more images? You have my attention.
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p38_Lightning wrote:
Do you have any more images? You have my attention.

Hi,
I've now uploaded a sequence of images (in the image section) taken from a recent 2P game, which cover (approximately) rounds 4 to 10
Each cluster of resources has a number representing their value - something which will appear on the next version of the map.

The game was played with a revised income of 24+24 for Fortresses (instead of 20+20) - which is likely to be baked into the rules.
If you don't want to use glass, polythene works quite well too (and is much cheaper). We are still looking for the right technology for the board, but it is most likely to be rolled (game in a tube) rather than folded (game in a box).

There's another rule which we are particularly interested in examining - (apart from the Fortress) Platoons can only be 'recruited' from Garrisons which have their own network of resources. This prevents 'insta-garrison' strategies which don't work very well. The question we have is whether or not a garrison's ability to recruit should be
either: a minimum of any resource (eg. minimum 5 fuel or metal)
or (current rule): any amount of BOTH resources.

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