Previously, On Kickstarter… #669


(or here’s a list of what launched yesterday that might deserve a closer look)


Project: Archie’s War: The Battle of Guadalcanal

Designer: Derek Croxton

Artists: not credited

Publisher: Worthington Publishing (Band of Brothers: Ghost Panzer, Band of Brothers: Screaming Eagles, Lincoln)

Genre/Mechanisms: dice rolling, force commitment, point to point movement, simulation, war game, world war II

Player Count: 1-2

Solo Mode: yes

Complexity: medium-heavy

Risk: medium-low

Summary: “In the solitaire game you are Alexander ‘Archie’ Vandegrift, commander of the 1st Marine division tasked with holding Guadalcanal against the Japanese. Your Marines are tough but isolated as the Japanese build up around you. Your biggest asset is Henderson Field, a small airstrip that gives you control of the sea lanes during the day; at night, the Japanese sneak in boats with men and supplies, and sometimes bombard the field directly. You must weigh the various threats against you and defend the island until relief comes. In the two-player game you take the role of the Japanese commanders trying to take back Guadalcanal, or of Vandegrift, the American commander trying to hold on to Henderson Field. The status of Henderson Field depends primarily on the state of the runway, which the Americans are constantly trying to improve while the Japanese bombard it by air, land, and sea. As the Japanese player your troops slowly arrive, and it is difficult to build enough force to gain a clear advantage. Also, the Marine artillery and light tanks with Vandegrift are a decisive factor when they are able to engage in battle. You must always use the jungle and fog of war to hide your troops as they maneuver for attack against the Marine perimeter around Henderson Field. Also, you have one advantage, your navy, which can bombard the Marine positions. As Vandegrift, you must protect the airfield from Japanese attack and bombardment. If they are able to close in and bring their artillery into range of the airfield all is lost.”

Base Pledge (w/shipping): $89

All-In (w/shipping): $89, same as above

Campaign Ends: 9/24

Game Ships: Apr. 2023

Funding Status: Funded; currently at 680% with 15 days to go.


Project: Merchants Cove: Master Craft

Designers: Carl Van Ostrand (Kapow!, Merchants Cove, Ophidian 2350 CCG), Drake Villareal (Merchants Cove, Spook Manor)

Artist: Mihajlo Dimitrievski (Architects of the West Kingdom, Imperium: Classics, Paladins of the West Kingdom, Raiders of the North Sea, Viscounts of the West Kingdom)

Publisher: Final Frontier Games (Coloma, Merchants Cove, Rise to Nobility)

Genre/Mechanisms: action retrieval, bad building, economic, expansion, fantasy, hexagon grid, layering, nautical, rondel, time track, track movement

Player Count: 1-5

Solo Mode: yes

Complexity: medium-heavy

Risk: medium-low

Summary: “Merchants Cove: Master Craft is a big-box expansion for the critically acclaimed Merchants Cove. Contained in this treasure trove of content is a new expansion (The Faction Festival), new modular content (new Rogues, Townsfolk), as well as four new expert Merchants. In addition to the new Merchants, the Faction Festival also expands the game in a substantial way. A new board is connected to the bottom of the main board adding tracks for each of the Factions, and brand new mechanisms for each Faction to use. The Wizards will enchant your goods to make them worth more – while the Rogues will help you frame the other players, letting you get rid of corruption by pinning it on your opponents. That’s not all! Enjoy a new Faction Hall (The Paladins), new Adventurers (Paladins), new Townsfolk, Rogues, and more.”

Base Pledge (w/shipping): $87

All-In (w/shipping): $244

Campaign Ends: 9/28

Game Ships: Sep. 2023

Funding Status: Funded; currently at 782% with 20 days to go.

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