Spherewalker Games present the first game under their brand: Defense of the Citadel.
This cooperative hero defense game for 1 to 4 players is set in a high fantasy world in which the Citadel faces waves of enemies that strive to destroy the Citadel’s core. The Defense can take place either during 30 to 60-minute missions that are connected through a storyline, or it can be played as a 6 to 8-hour campaign. While all the missions have their goals and layout specified by the rulebook, the campaign offers more variety given that the layout of the Citadel is randomized.
The only ones who are able to fend off the invaders are heroes of diverse backgrounds (Jyujin, Sun Elf, Human, and Sentients), who are all able to select up to two of the four available classes (Ranger, Warrior, Wizard, and Cleric). Apart from racial abilities so powerful that they can be used only for a few times during the whole game, hero’s race also determines their attributes (Dexterity, Strength, and Magic) which state the minimum d6 roll to succeed when such attribute is required. Finally, the chosen classes give heroes the ability to draw and use cards from the specific class decks as well as to perform distinct actions during the game. This allows for one of the underlying mechanics of the game – deck management. Since every hero has access to two of the four class decks, they need to choose the type of cards they draw wisely, keeping in mind that once a deck is depleted there is no reshuffling it back again – it’s just gone.
There are two alternating stages of the game: preparation for the battle, and the invasion. During the preparation, heroes can perform mostly class restricted actions such as scouting or crafting items, barricades, or traps. This is followed by the invasion stage that requires heroes to deal with different events and overpower the attackers. To win, heroes must either fulfill the mission objectives or, in case of playing the campaign mode, spend their valuable time to power up the core of the Citadel and defeat the final enemy, the Knight Dragon. The campaign mode has a built-in gradual increase of difficulty because the closer the heroes are to powering up the core, the more invaders they attract.
The gameplay accentuates cooperation between heroes by allowing them to help each other when performing difficult tasks and by including the option to revive (+1 health) heroes who have been knocked out due to losing all their health tokens.
To keep the KS campaign simple, there is a only a single pledge level available that includes, besides other goodies, 4 miniatures to represent the playable races, 31 minis of the enemy units including the oversized Knight Dragon, and 32 tokens for bat imps. The game is scheduled for a March 2018 delivery. If you are interested, visit the Kickstarter campaign page for more information.