NetWar: The First Connection
+++FACT DATA FEED /START----------+++
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Genre: Kinetic Card Game (KCG)
# of players: 2
Play time: 30-60 minutes
Suggested Ages: 13+
Released: April 2015
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+++/END FACTS-----------------------+++
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An island in an ocean of card games -- a Kinetic Card Game centered around a netwar that rages over the World Wide Computing Cloud. Join Networks like Red or Blue for cyber-crime syndicate thrills, or idealistic White/Black Hat factions for law and order or total anarchy! The goal is to become the hacker who brings order to chaos -- or, if you're a Black Hat Ogre, total anarchy over the WWCC!
...>
The game mechanics are designed so that it is possible to win the game with nothing more than a basic deck, even against a deck that's boosted to the max. Although the Stat Point Value (SPV) system will automatically keep the decks in balance for the players, the foundational design goal of the game is this: if someone wants to challenge the top deck with the most basic deck, they must have a reasonable chance to win the game. This is our response to the alarming trend of game supplements that throw the original mechanics of the game into imbalance, or even overwrite them completely by practically guaranteeing a win if a player possesses certain supplements. This defeats the purpose of gaming, by allowing a less-talented player to win against a real strategist.
...>
One can argue that it is the same way in reality, where superior gear can tilt the balance in favor of a less-gifted combatant, but it is really not the same thing. It's like Kim Jong-Il bringing a nuke to a chess game... Gamers should not have to finance their arms race against each other in a hobby that is supposed to be mentally challenging and fun.
...>
We also provide a handy probability calculator spreadsheet (in Excel format; a free application for PC and Mac is on its way) for deck building and all the probability questions that will arise when building the most optimal NetWar deck. Check our downloads page for the free calculator spreadsheet. This is also where you'll find the game manual in PDF format. We thought gamers would appreciate having an electronic manual instead of us passing on the cost of a printed manual to you, right?
...>
It is practically guaranteed that no two games in NetWar will be the same, even if the same exact cards are used on both sides in every game. A basic deck of 50 (40 Application + 10 Upgrade) cards yields odds of 1 in 37,276,043,023,296,000 (thirty-seven quadrillion, two hundred seventy-six trillion, forty-three billion, twenty-three million, two hundred ninety-six thousand) chance of drawing the exact same 10 cards in the exact same order to the game table. Now, for the opposite player to get the same 10 cards in the same order you simply square the number of permutations for one deck.
…>
That literally means the odds are 1 in 1,389,503,383,474,614,528,912,616,888,696,840 (one decillion, three hundred eighty-nine nonillion, five hundred three octillion, three hundred eighty-three septillion, four hundred seventy-four sextillion, six hundred fourteen quintillion, five hundred twenty-eight quadrillion, nine hundred twelve trillion, six hundred sixteen billion, eight hundred eighty-eight million, six hundred ninety-six thousand, eight hundred forty) for that to happen. To put this into perspective, compare your odds of winning a Mega-Millions lottery jackpot at 1 in 258,890,850 (two hundred fifty-eight million, eight hundred ninety thousand, eight hundred and fifty). You are 5,367,139,794,529,680,736,104,438 (about five septillion) times more likely to win a jackpot in Mega-Millions than to play the exact same game twice in NetWar. As long as you properly shuffle the decks, of course.
...>
So, is that it for the Coolness Factor?
...>
Nope.
...>
The game also boasts an Invisible Game Board concept to make the playing not only a greater challenge for the logical part of the brain (neocortex), but a spatial challenge (parietal lobe), too. In other words the players must be able to "see" the game grid -- or network topology like we call it in the studio -- to logically plan their moves ahead.
...>
Undoubtedly, as we learned from the paragraph above, playing NetWar will provide a wide footprint brain exercise for the participants from the logic/tactics/strategy to the spatial intelligence parts of the brain, but you must also consider this important aspect of the game play: almost every time cards turn face up in the game, the players are forced to change most -- or all -- of their pre-planned moves.
...>
This fact will naturally train, in an enjoyable way, the players to get used to situations in life where "thinking on their feet" is required to excel. Definitely a benefit not to ignore!
...>
There will be supplements released soon that will expand the possibilities of this game even further, like for example the NetWar Essentials Supplement, which introduces parallel/simultaneous play concept through the new Skillz and Trix cards. Talking about cranking up the brain exercise all the way to 11!
...>
Also worth mentioning is the NetWar Application Upgrade v.2.0 supplement that allows the players to boost their favorite applications to the next version of itself. This will expand the strategic (i.e. deck building) aspect of the game.
...>
In a nutshell, NetWar is a checkers/chess-like game with unique values for each piece that makes the game unpredictably intriguing and a true challenge to master. Just remember the fact that each time a card is turned face-up on the table, all the pre-planned moves usually fly out the window. That is the key difference between NetWar and checkers/chess-style games -- well, that and the fact that NetWar is much more entertaining to play!
...>
There is a mobile device version of this game in development. So stay tuned for more!
.../
...>
Genre: Kinetic Card Game (KCG)
# of players: 2
Play time: 30-60 minutes
Suggested Ages: 13+
Released: April 2015
.../
+++/END FACTS-----------------------+++
...>
An island in an ocean of card games -- a Kinetic Card Game centered around a netwar that rages over the World Wide Computing Cloud. Join Networks like Red or Blue for cyber-crime syndicate thrills, or idealistic White/Black Hat factions for law and order or total anarchy! The goal is to become the hacker who brings order to chaos -- or, if you're a Black Hat Ogre, total anarchy over the WWCC!
...>
The game mechanics are designed so that it is possible to win the game with nothing more than a basic deck, even against a deck that's boosted to the max. Although the Stat Point Value (SPV) system will automatically keep the decks in balance for the players, the foundational design goal of the game is this: if someone wants to challenge the top deck with the most basic deck, they must have a reasonable chance to win the game. This is our response to the alarming trend of game supplements that throw the original mechanics of the game into imbalance, or even overwrite them completely by practically guaranteeing a win if a player possesses certain supplements. This defeats the purpose of gaming, by allowing a less-talented player to win against a real strategist.
...>
One can argue that it is the same way in reality, where superior gear can tilt the balance in favor of a less-gifted combatant, but it is really not the same thing. It's like Kim Jong-Il bringing a nuke to a chess game... Gamers should not have to finance their arms race against each other in a hobby that is supposed to be mentally challenging and fun.
...>
We also provide a handy probability calculator spreadsheet (in Excel format; a free application for PC and Mac is on its way) for deck building and all the probability questions that will arise when building the most optimal NetWar deck. Check our downloads page for the free calculator spreadsheet. This is also where you'll find the game manual in PDF format. We thought gamers would appreciate having an electronic manual instead of us passing on the cost of a printed manual to you, right?
...>
It is practically guaranteed that no two games in NetWar will be the same, even if the same exact cards are used on both sides in every game. A basic deck of 50 (40 Application + 10 Upgrade) cards yields odds of 1 in 37,276,043,023,296,000 (thirty-seven quadrillion, two hundred seventy-six trillion, forty-three billion, twenty-three million, two hundred ninety-six thousand) chance of drawing the exact same 10 cards in the exact same order to the game table. Now, for the opposite player to get the same 10 cards in the same order you simply square the number of permutations for one deck.
…>
That literally means the odds are 1 in 1,389,503,383,474,614,528,912,616,888,696,840 (one decillion, three hundred eighty-nine nonillion, five hundred three octillion, three hundred eighty-three septillion, four hundred seventy-four sextillion, six hundred fourteen quintillion, five hundred twenty-eight quadrillion, nine hundred twelve trillion, six hundred sixteen billion, eight hundred eighty-eight million, six hundred ninety-six thousand, eight hundred forty) for that to happen. To put this into perspective, compare your odds of winning a Mega-Millions lottery jackpot at 1 in 258,890,850 (two hundred fifty-eight million, eight hundred ninety thousand, eight hundred and fifty). You are 5,367,139,794,529,680,736,104,438 (about five septillion) times more likely to win a jackpot in Mega-Millions than to play the exact same game twice in NetWar. As long as you properly shuffle the decks, of course.
...>
So, is that it for the Coolness Factor?
...>
Nope.
...>
The game also boasts an Invisible Game Board concept to make the playing not only a greater challenge for the logical part of the brain (neocortex), but a spatial challenge (parietal lobe), too. In other words the players must be able to "see" the game grid -- or network topology like we call it in the studio -- to logically plan their moves ahead.
...>
Undoubtedly, as we learned from the paragraph above, playing NetWar will provide a wide footprint brain exercise for the participants from the logic/tactics/strategy to the spatial intelligence parts of the brain, but you must also consider this important aspect of the game play: almost every time cards turn face up in the game, the players are forced to change most -- or all -- of their pre-planned moves.
...>
This fact will naturally train, in an enjoyable way, the players to get used to situations in life where "thinking on their feet" is required to excel. Definitely a benefit not to ignore!
...>
There will be supplements released soon that will expand the possibilities of this game even further, like for example the NetWar Essentials Supplement, which introduces parallel/simultaneous play concept through the new Skillz and Trix cards. Talking about cranking up the brain exercise all the way to 11!
...>
Also worth mentioning is the NetWar Application Upgrade v.2.0 supplement that allows the players to boost their favorite applications to the next version of itself. This will expand the strategic (i.e. deck building) aspect of the game.
...>
In a nutshell, NetWar is a checkers/chess-like game with unique values for each piece that makes the game unpredictably intriguing and a true challenge to master. Just remember the fact that each time a card is turned face-up on the table, all the pre-planned moves usually fly out the window. That is the key difference between NetWar and checkers/chess-style games -- well, that and the fact that NetWar is much more entertaining to play!
...>
There is a mobile device version of this game in development. So stay tuned for more!
.../
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SteelBall: Flesh + Steel
+++FACT DATA FEED /START----------+++
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Genre: RPG/Board Game
# of players: 2
Play time: 30-60 minutes
Suggested Ages: 15+
Release Date: See Store for Release Date
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+++/END FACTS-----------------------+++
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We have to hype a little bit about the next game in the Legion 13 Games line of products for the 2020 release roadmap... and that is because the studio crew is really hooked on this baby! None of us can wait to take it from prototype to the real deal and make it available to all gamers out there.
...>
SteelBall is a hyper-violent board game between two coaches of sports teams comprised of Death Row/Lifer inmates in the not-so-distant future ... especially if we look at to which direction Reality TV is progressing right now.
...>
The catch (called Catch-22) for the prisoners to play the game is to simply survive 22 games to receive a pardon. After that, they can enlist to play as a professional SteelBaller for money. A lot of money. Or walk away to the obscurity of "civilian" life.
...>
SteelBallers are allowed to sport anything, from neural data protocol armor, cybernetic limbs, designer/pharmaceutical drugs, to cold weapons, to boost their survivability -- and lethality -- on the field, called The Pit. It's not hard to imagine what kind of carnage goes on in a game of SteelBall -- the most popular globally televised sport in the year of 2120 of the alternate future Earth.
...>
The World SteelBall League (WSL) was formerly known as the National SteelBall League (NSL) prior to the expansion season of 2098-99, when the sport officially went global in a viral way. The WSL has many teams that hail not only from many of the U.S. state correctional facilities, but also from a variety of foreign nations and private industries to feed the insatiable hunger for this multi-billion-a-year sport business. There are professional teams made of ex-prisoners who've survived the dreaded 22 games who now work for MegaCorporations, or even for individually-owned private teams. Hundreds of millions of viewers love to hate their favorite criminal play for the team of perpetrators of the worst kind.
...>
The full list of WSL teams for the 2120-21 season includes: New York Rippers, New York Prison Islanders, Pittsburgh Pitfiends, Columbus Orange Jackets, Green Bay Hackers, OilStat Obliterators, San Francisco Lifers, Dallas Scars, Texas Terrorizers, Pittsburg Pitfiends, Buffalo Shanks, Detroit Dead Wings, Montreal Carnivores, Toronto Destroyers, Wyoming Worldeaters, MoreCorp Manglers, Rhode Island Reapers, StelKil Steelcaps, LA Skins, Oakland Reavers, Vegas Golden Cons, Vermont Vultures, Washington Decapitators, Philadelphia Flayers, Nippon Neutralizers, Kansas Killers, Boston Stranglers, Ottawa Predators, Tampa Bay Fighting, Quebec QuiKil, New Jersey Nitro, Nagasaki Kamikazes, E.U. Inmates, and Demented Are Go... with more teams joining the WSL franchise every season!
...>
Each player is created as an individual and tracked using a character sheet, if they survive a game or two, that is. Eventually "heroes" and MVPs emerge in the roster as players go on playing the game. This was a conscious design goal of the studio from the beginning. There's nothing more satisfying than watching a character strive and succeed, even if he's a terrible and despicable perp. In gaming community terms it was a conscious decision to blend RPG (Role-Playing Game) and board game elements seamlessly together.
...>
As the team wins games and earns money from the Wins and through Fan Base contributions, the coaches can afford to buy more hardware/drugs/other enhancements for their players. We must also not forget the players who survive 22 games and become part of a recruitment pool from which the local coaches can pull Freelancers / Contractors or even enter into a bidding war over the superstars. Don't worry -- this is an optional rule, as some coaches do get really attached to their MVPs and absolutely hate to see them go.
...>
Be sure to stay tuned for more development on this game in the near future and check out the gallery of player miniature prototypes below!
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Genre: RPG/Board Game
# of players: 2
Play time: 30-60 minutes
Suggested Ages: 15+
Release Date: See Store for Release Date
.../
+++/END FACTS-----------------------+++
...>
We have to hype a little bit about the next game in the Legion 13 Games line of products for the 2020 release roadmap... and that is because the studio crew is really hooked on this baby! None of us can wait to take it from prototype to the real deal and make it available to all gamers out there.
...>
SteelBall is a hyper-violent board game between two coaches of sports teams comprised of Death Row/Lifer inmates in the not-so-distant future ... especially if we look at to which direction Reality TV is progressing right now.
...>
The catch (called Catch-22) for the prisoners to play the game is to simply survive 22 games to receive a pardon. After that, they can enlist to play as a professional SteelBaller for money. A lot of money. Or walk away to the obscurity of "civilian" life.
...>
SteelBallers are allowed to sport anything, from neural data protocol armor, cybernetic limbs, designer/pharmaceutical drugs, to cold weapons, to boost their survivability -- and lethality -- on the field, called The Pit. It's not hard to imagine what kind of carnage goes on in a game of SteelBall -- the most popular globally televised sport in the year of 2120 of the alternate future Earth.
...>
The World SteelBall League (WSL) was formerly known as the National SteelBall League (NSL) prior to the expansion season of 2098-99, when the sport officially went global in a viral way. The WSL has many teams that hail not only from many of the U.S. state correctional facilities, but also from a variety of foreign nations and private industries to feed the insatiable hunger for this multi-billion-a-year sport business. There are professional teams made of ex-prisoners who've survived the dreaded 22 games who now work for MegaCorporations, or even for individually-owned private teams. Hundreds of millions of viewers love to hate their favorite criminal play for the team of perpetrators of the worst kind.
...>
The full list of WSL teams for the 2120-21 season includes: New York Rippers, New York Prison Islanders, Pittsburgh Pitfiends, Columbus Orange Jackets, Green Bay Hackers, OilStat Obliterators, San Francisco Lifers, Dallas Scars, Texas Terrorizers, Pittsburg Pitfiends, Buffalo Shanks, Detroit Dead Wings, Montreal Carnivores, Toronto Destroyers, Wyoming Worldeaters, MoreCorp Manglers, Rhode Island Reapers, StelKil Steelcaps, LA Skins, Oakland Reavers, Vegas Golden Cons, Vermont Vultures, Washington Decapitators, Philadelphia Flayers, Nippon Neutralizers, Kansas Killers, Boston Stranglers, Ottawa Predators, Tampa Bay Fighting, Quebec QuiKil, New Jersey Nitro, Nagasaki Kamikazes, E.U. Inmates, and Demented Are Go... with more teams joining the WSL franchise every season!
...>
Each player is created as an individual and tracked using a character sheet, if they survive a game or two, that is. Eventually "heroes" and MVPs emerge in the roster as players go on playing the game. This was a conscious design goal of the studio from the beginning. There's nothing more satisfying than watching a character strive and succeed, even if he's a terrible and despicable perp. In gaming community terms it was a conscious decision to blend RPG (Role-Playing Game) and board game elements seamlessly together.
...>
As the team wins games and earns money from the Wins and through Fan Base contributions, the coaches can afford to buy more hardware/drugs/other enhancements for their players. We must also not forget the players who survive 22 games and become part of a recruitment pool from which the local coaches can pull Freelancers / Contractors or even enter into a bidding war over the superstars. Don't worry -- this is an optional rule, as some coaches do get really attached to their MVPs and absolutely hate to see them go.
...>
Be sure to stay tuned for more development on this game in the near future and check out the gallery of player miniature prototypes below!
.../
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Trencher: The Eternal Conflict
+++FACT DATA FEED /START----------+++
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Genre: Miniature War Game
# of players: 2+
Play time: 60+ minutes
Suggested Ages: 15+
Release Date: See Store for Release Date
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+++/END FACTS-----------------------+++
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We are giving you an exclusive heads-up on this WYSIWYG (What You See Is What You Get) miniature game rule set that will be released sometime in 2020 for general consumption.
...>
Ever look at those miniatures from your collection of miniature war-games that you are no longer playing and wondered what to do with them?
...>
We sure did, which is why we designed a generic miniature war-game rule set that allows players to create any and all gear seen on the miniature by using provided formulas that will balance armor and weapons alike.
...>
And here's the best part: Legion 13 Games will release Trencher for free of charge, as a downloadable PDF. Yup, you heard that right: free.
...>
Stay tuned for updates on this product!
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Genre: Miniature War Game
# of players: 2+
Play time: 60+ minutes
Suggested Ages: 15+
Release Date: See Store for Release Date
.../
+++/END FACTS-----------------------+++
...>
We are giving you an exclusive heads-up on this WYSIWYG (What You See Is What You Get) miniature game rule set that will be released sometime in 2020 for general consumption.
...>
Ever look at those miniatures from your collection of miniature war-games that you are no longer playing and wondered what to do with them?
...>
We sure did, which is why we designed a generic miniature war-game rule set that allows players to create any and all gear seen on the miniature by using provided formulas that will balance armor and weapons alike.
...>
And here's the best part: Legion 13 Games will release Trencher for free of charge, as a downloadable PDF. Yup, you heard that right: free.
...>
Stay tuned for updates on this product!
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