Welcome to Eternal Kings — the game that combines the strategy of chess with the diverse combos of a card game. You control your experience in the game: first by constructing your own unique deck of cards, then by using their abilities to destroy your opponent on the field of battle.
Latest Updates from Our Project:
Nearing 75%, Fox TV, and Stretch Goals!
over 6 years ago
– Mon, Feb 26, 2018 at 08:35:40 AM
A BIG thank you to everyone who has backed us and supported us thus far. Because of each and every one of you, we're nearing the 75% mark and picking up momentum!
Eternal Kings on Fox TV!
I wanted to share with you my Fox experience yesterday. If you don't know yet, I'm a die hard gamer just like everyone who's backed this project. So being on network television was a little nerve racking to say the least. Let me know how I did in the comments!
.
Stretch Goals:
Let's push for the first 9 stretch goals. If we push together, I know we can make this happen!
Each stretch goal adds additional cards to use for each of the four factions. So for example, at $21,000, we unlock 4 additional pawns that can be used to build your army. These pawns are restricted and are vicious!
.
If you have not done so, I encourage you to SUBSCRIBE to Eternal Kings on BoardGameGeek. If you have any comments, we have a forum for discussion. You can also thumbs up our images, which helps us become more visible on BGG. You can give us a "thumb" by clicking the green icon to the left of the image.
And thanks again for your help in "kickstarting" Eternal Kings! See you in the next update.
- Rolo
Here are a few cards to leave you with :)
Knight of Sunder:
This knight can destroy your opponent's structures or creature alterations. He can be VERY useful, especially if you are playing against traps! (traps are structures)
Flame Decoy:
The Flame Decoy can switch places with one of your adjacent pieces that is being attacked (on your opponent's turn). A useful way of using this, is to switch with a pawn you control, placing that pawn in an attacking position on your next turn. Yes you would lose you knight from the switch, but they might lose their queen!
We're Half Way There Giveaway!
over 6 years ago
– Mon, Feb 26, 2018 at 08:35:28 AM
We've reached the 10k mark. Congrats folks!
In celebration, I've decided to join forces with the impeccable Chris Caldwell, one of our developers, to do a live AMA. Let us know you're coming by subscribing early to the event. You can do this by clicking the "subscribe" button under the countdown clock at the top of our page.
.
During our AMA, we'll be giving away a free demo copy of the game to the person we deem has the "coolest question". If you know Chris and I, then you'll know this is going to be a lot of fun. Show us your support and ask us some "cool" questions!
.
We're not out of the water yet...
Let's keep fighting to get this game funded. This is going to take a group effort to do so. Here are some ways you can help:
Pass on the word by commenting about us in the forums on Board Game Geek.
Post on your social media outlets like Facebook, Twitter, and Instagram. If you need some pics to post, email me at [email protected] and I'll send you some.
Tell your friends and family! There's no better way to spread the word than the people that are close to you :)
We've made it this far. Let's keep going and celebrate at 20k!
Traps in chess?!?
over 6 years ago
– Mon, Feb 26, 2018 at 08:25:05 AM
We're nearing 50%! Let's get this game funded guys! Trust me. You'll thank me later...
We could still use your help. Spreading the word raises awareness for those who might not know this game exists. If you know anyone that might be keen on a 1v1 competitive game like EK, please let them know.
We'll also be adding a reward tier for those of you that wanted to buy two games instead of one.
Cards We Love!
Now, let's talk more about the cards we love. This time, TRAPS!
Traps are ability cards that are laid face-down on a tile.
Most of these traps have deadly effects, with one of them having no effect whatsoever. Keep in mind that you can trigger your own traps.
The way a trap works is, if any creature (including your own) go into a space with a trap, the trap is triggered. And the effects of the trap are revealed.
Let's go over the 4 traps.
Pyro Trap:
We'll first start off with the deadliest of them all, the Pyro Trap. When triggered, this trap deals 6 damage to the creature that triggered it. Most creatures have 5 or less life, so this will most likely kill that creature.
Trip Wire:
Trip wire is a trap that stops the creature that triggered it from moving. For example, if a queen is trying to move 6 squares, it will not be able to, since there is a Trip Wire on the same course as its movement. Once it triggers the trap, it will not be able to continue its movement.
Venom Bomb:
When the Venom Bomb is triggered, you are FORCED to discard 2 ability cards. But if you CAN'T, then the creature that triggered this trap will take 5 damage, which is usually enough to kill it. Venom Bomb is great for disposing cards from your opponent's hand, but be careful. If they have two cards and want to take a chance, they WILL get through this trap and land on the space they intended.
Bluff Trap:
This is my favorite trap. It does literally what is says it does. Nothing. This trap is 100% a bluff. But just because this card does nothing, doesn't make it remarkably powerful. In the first part of this email, I mentioned that the player that controls these traps is NOT safe from them. This why you put down a Bluff Trap. It deters your opponent from moving into it, and then at the right time BAM, you move straight through it, since it does nothing.
There are also cards that manipulate traps. For example:
Zari Trapper:
The Zari Trapper can move traps that have already been placed on the board. This can be used for many things, including continuous control of the board.
Trap Mastery:
Traps can sometimes be useful for one turn. But that ok. When you're in control, this still serves to be very useful. But in case you wanted that Pyro Trap back in your hand, Trap Mastery can do just that. It can also open up that space for your creature to move through (not triggering your own trap).
We hope you enjoyed this round of our favorite cards. Please let us know if you have any comments in the comment section below.
We're getting close to 50%, but like I've said previously, this is a grassroots effort. We need to build this community from the ground up. If you or any of your friends can spread the word, we would greatly appreciate it.
Updated Stretch Goals and the Cards That Come With Them!
over 6 years ago
– Mon, Feb 26, 2018 at 08:23:08 AM
We've been listening to people, and have decided to do a major overhaul of our stretch goals. They are MUCH more attainable now. We can humbly say that this is our first project, and we're learning as we go. Some of these cards are a bit more advanced, but instead of adding them as an expansion, we want to include them in everyone's pledge as stretch goals. So let's shoot for them!
Slouching Abnormality:
Slouching Abnormality has an ability that allows one of your knights or rooks to move like bishops until end of turn. This one is straightforward. But don't think this ability is easy to perform. In order to use it on your other knight, they have to be next to each other, which sometimes can be hard to achieve. An easy way to use this ability is to use it on a rook to get it to the center of the board. But how early do you want your rooks attacking the center?
There's a lot to play around with here. And you guys are making your own decks, so the question is: Are you going to use Slouching Abnormality as one OR both of your knights?
Shrouded Keeper:
The staple of the realm of Wisdom? Protection. The Shrouded Keeper can make one of your pieces safe from an attack on your opponent's next turn. He cannot use this to protect your king or queen though, as this would be too powerful.
Reckless Pickpocket:
This Agility rook is more straightforward. Instead of drawing cards yourself, you may want your opponent to discard cards. This can serve VERY powerful if you want to try and thwart the "hidden information" part of their game. The only problem to this, is how fast can you use the Reckless Pickpocket before they use their cards? Also, if they don't have any cards in hand, then this ability is useless. Or is it? They might be afraid to draw cards because of him... Which might be your strategy in the first place.
Frozen Guardian:
Ahhh the Frozen Guardian. This restrictedpawn can stop your opponent from using one of their pawns on their turn. I think I'll play this one in my army.....
Trap Mastery:
Traps can be very situational, or sometimes beneficial for only one turn. What Trap Mastery allows you to do, is benefit from the same trap more than once. You can bring that trap back into your hand, and use it on a later turn. This card can also be played on your opponent's traps!
We want to thank you all, once again, for your support and trust. We simply cannot do this without you. If you have a minute, please share this kickstarter with your friends and family. It really helps us build this community. Fun times are about to come. Can you feel it?!
Who Doesn't Love Moving Two Creatures In One Turn?
over 6 years ago
– Mon, Feb 26, 2018 at 08:22:52 AM
We wanted to say thanks to all our backers and supporters. Because of your pledges, we've almost reached 8k!
In the next few days, we'll be showcasing some of our favorite cards. This time around, we'll focus on cards that allow for additional pieces to move.
Who doesn't love to move more than one piece per turn?
Lenny The Lamplighter:
Lenny The Lamplighter is a pawn that has the ability to allow an additional piece to move. This means you're moving Lenny, AND an additional piece in the same turn! He is restricted though, as you can tell by the R symbol on the upper right portion of the card, meaning you can only have 1 in your army. If you're running Agility, he is a must!
Brain Extender:
This knight allows you to move an additional piece around him. You can use this ability before OR after you move. Keep in mind, that the target piece must be a mutant or beast. You can see a card's creature type just below their name. And yes, you can combo a Brain Extender! If you use his ability on another Brain Extender, you can potentially move three pieces in one turn! Is this too overpowered? You might think so, but it's not. Trust me, we've tested this game well over 1000 times :)
Blood Stalker:
This bishop can activate itself. This means that you can move your normal piece, AND THEN use the Blood Stalker's ability to activate itself. When using her ability to move, she cannot attack. Only move. This can be deadly though. Imagine moving your knight into a position that is attacking your opponent's Queen, and then using the Blood Stalker's ability to move her into a position that's attacking their king!
Kiss From The Queen:
This is the staple of Agility. Quickness! Kiss From The Queen is a restricted ability card that allows you to move one of your creatures on the board. So this is how it works: You move your normal piece, then, after that piece has finished all of its actions, you can designate another one of your creatures to use Kiss From The Queen. Now, that piece can legally move, but not attack. If you're using Agility, you'll probably want to run 1 of these in your deck!
Divine Direction:
Who says Wisdom only has healing and protection? Divine Direction is an ability card that allows you to move an additional piece NEXT TO the creature that's using the ability. For example: You move your pawn up a space next to one of your knights. That pawn then uses Divine Direction on the knight, allowing that piece to now move. It cannot use abilities or attack. This is still amazing. If you watch the game play video on our kickstarter page, you'll see me literally save myself from a checkmate with this card. It happens at the 14:48 minute mark in the video.
On our next list of favorite cards, we'll show the power of HEALING and PROTECTION!
If you have not done so, please SUBSCRIBE to Eternal Kings on BoardGameGeek.