Kickstart This! #72: Import/Export Definitive Edition!
Designer: Jordan Draper (Import/Export, Tokyo Metro, Turin Market)
Artist: Jordan Draper (Import/Export, Tokyo Metro, Turin Market)
Publisher: Jordan Draper Games (Import/Export, Tokyo Metro, Turin Market)
Genre/Mechanisms: auction/bidding, bluffing, commodity speculation, economic, hand management, pick up & deliver, stock holding, take that, variable player powers
Funding Status: At the time of this posting, Import/Export is already fully-funded. In fact, pledges currently total 3.75x the initial funding goal with 7 days left to go on the campaign.
Player Count: 2-6
Solo Mode: no
Complexity: medium-heavy
Risk: low
What It’s About: A “definitive” version (i.e. more stuff) of Jordan Draper’s highest-rated game Import/Export, an economic and pick up & deliver game themed around shipping.
How It Works: On each turn, the leading player will draw up to a hand of 5 cards or declare an action; if the leading player declares an action, the other players have the choice to follow it or draw up to 5. After the turn, all cards played to declare or follow an action are put in the discard pile. The actions that the lead player can choose from include: take a card from their hand they meet the tier requirement for, and Contract it to a ship in their harbor; take a card from their hand and Load it onto a ship with a valid load requirement in their harbor; select a ship in the open sea, hold a bid for the ship’s goods amongst all players participating in the Import, and the winner takes 2 cards; use the Pirate action to take 1 container from a ship at sea or the supply island, and either load it onto one of their ships or discard it; sell a card to the Supply island for 4 credits or take a card from the Supply island into their imports.
Once a player passes 50 credits, the game immediately ends. During end game scoring, white cubes are worth 2 credits; red rectangles are with 10 credits; each container with a shipment that has been loaded but still remains in their harbor earns 2 credits; each technology, agriculture, consumer, and luxury good in the player’s area is worth 1 credit while each illegal good is worth 2 credits; the players with the most technology, agricultural, and consumer goods receives 6 credits each; the player with the most luxury goods receives 8 credit each; and every player with at least 1 good of each type in their player area receives 10 credits. The player with the most credits wins!
Comparisons: It’s Container meets Glory to Rome. In other words, an economic shipping game with multi-use cards.
What Should I Pledge?:
$59 Import/Export Definitive Edition
Add-Ons:
Nope!
KS Exclusives:
None.
All-In Total: In the continental U.S. you’re looking at $59 for the Import/Export Definitive Edition plus $15 in shipping for a total of $74.
Import/Export Definitive Edition! completes its Kickstarter on Thursday, August 22nd and tentatively ships in May 2020.