We're excited to announce that Tides of Fate is live on Kickstarter! If you have any questions regarding the game, please post here and we'll answer your questions as soon as possible.
Tides of Fate is a nautical fantasy strategy game set in the world of Thes'lia. The game supports 2-6 players with faction vs faction and free for all variants. Strategize and coordinate with allies to defeat the opposing faction and non-player Faus by completing quests, obtaining ancient relics, battling ships, conquering islands and sieging capitals.
Tides of Fate revolves around five major mechanics. Movement, resources, expansion, combat, and fate. These mechanics allow for numerous different strategies while offering enough probability and luck to keep players on the edge of their seat throughout the whole game.
Movement is based on the ships size. Sloops can travel a farther distance in a single roll than brigantines or galleons. Galleons can move one to six spaces, brigantines can move one to eight spaces, and sloops can move one to twelve spaces in a single roll.
At the start of a player's turn, they can decide which way the ship is facing and move in any direction. However, once a ship has started sailing it can only move in forward directions.
Resources are acquired at the beginning of the game by players rolling a D6 for each resource to determine the starting amount.
Additional resources can be collected by occupying the Hallowed Islands. One resource is gained at the start of a player's turn when they are anchored off the coast of an island that provides either wood, metal, stone, coal or textiles.
Players can trade each other resources by being in the adjacent space or going into another player’s port(white highlighted spaces). Resources play a major role in expanding capitals and building ships.
Expansion is key to progressing into mid and late stages of the game. Players expand by gathering resources for their nation. These resources are then used to upgrade your capital and expand your port. Castles can be upgraded twice beyond the starting fort. Every upgrade expands the port, allowing for more and larger ships to be built.
Forts can support two sloops. Castles can support three sloops, and one brigantine. Citadels can support three sloops, two brigantines, and one galleon.
Combat is both strategic and luck based. The strategic part is based on how you command your fleet and coordinate with allies. The luck part is based on your dice rolls. Combat dice can hit, critical, miss, counter, and dodge.
All ship classes have six hit points. Hits do one damage and critical hits do two. Counters always do the opposite of incoming damage. A hit vs a counter will cause the counter roll to deal two damage and vice versa. Sloops roll one combat die, brigantines roll two and galleons roll three. While a galleon may have a much higher chance to destroy a sloop, it is entirely possible for the sloop to be victorious with extremely lucky rolls. Players can initiate combat when they are in the adjacent space of an enemy ship.
A ship can only attack once on that player's turn. The defending ship will always roll with the attacker. Combat is not limited to only two ships. Multiple ships can join the battle if they are in an adjacent space. Up to six ships can surround another ship.
Capitals are not just for expansion. All levels of capitals have twelve hit points. In combat, players roll the capital combat dice when defending. However, forts have no defenses. Castles roll one combat die and citadels roll two. Capitals can hit, critical, miss, and counter.
A player is eliminated from the game only when their capital is destroyed. It is possible for allies to reinforce and provide resources to start rebuilding if your fleet has been destroyed but your capital still stands.
Fate is a random event or quest that begins at the start of each player's turn. The fate die is rolled to determine what level of fate deck the player will draw from. Either level one, two or three.
The higher level decks may grant better rewards but the risk is also greater. The fate decks may hold the key to victory or your demise through quests for resources and ancient relics or Faus actions.
Faus are a ruthless non-player faction controlled by action cards in the fate decks. They live deep in the core of Thes'lia, with no access directly to the surface they have relied on dark magic to summon portals and bring ships through. Once on the surface, they will attack players without mercy.
There are six spawn points(purple highlighted spaces) on the board. Once a portal is open it cannot be destroyed. If a Faus action card to summon a ship is drawn without a portal open, the card is placed in a discard pile and reshuffled when the deck is empty.
If you're interested in backing the project, reading up on shipping, looking at the timeline or checking out the team then head on over to the kickstarter campaign.
- Last edited Sat Sep 17, 2016 10:37 pm (Total Number of Edits: 4)
- Posted Sat Sep 17, 2016 9:29 pm
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Uncertainty and Innovation
You have three fate decks. You roll a die to determine which deck you draw from. How is that different than just having 1 fate deck that's the equivalent of all the fate decks shuffled together?
Great question! The main reason is for quests chains. Some quests chain together and allow for another fate card to be drawn once completed. The rewards vary depending on the level of the fate deck. The level three deck gives the best rewards. When players complete a quest chain, we want players to be able to draw from the deck their chain came from. Rather than completing a high-level quest and possibly being rewarded with a low-level quest.
We initially tested the fate deck as a whole that was shuffled. With and without the card back indicating the level. It was much more exciting to roll the die to determine the deck drawn from. All part of the player experience that worked best.
If you have any other questions about gameplay, please ask away.