Manacrest

AMA - We're the team behind the Manacrest (physical and digital TCG) Kickstarter project!

Crowdfunding

Hey! We're the team behind the Manacrest Kickstarter project, a physical & digital trading card game. You may have seen our promoted KS on BGA!

https://www.kickstarter.com/projects/timelapsegames/manacrest

If anyone has any questions about our project, game design, Kickstarter marketing, etc - we'd love to share what we know! 

Myself (Nick) and the lead designer (Micah) will be tackling questions throughout the evening/tomorrow!

4 points by Manacrest - updated 44 days ago | 9 comments | report | subscribe

rockstar 46 days ago | 3 points[-]

What games were you biggest inspiration when you were designing the game?

Manacrest 45 days ago | 1 point[-]

Micah: Hey, Micah here! I'm the lead designer so I'll tackle this one. 

I'm a lifelong TCG fan but most notably the aspect of Manacrest that was most influenced by another game was actually my interest in miniature wargaming. The sense of identity that you develop while playing a particular faction in almost any of the wargames is what I feel like was missing from a TCG. Even the lack of "resources" that are present in miniature games influenced Manacrest! 

trentellingsen Supporter46 days ago | 3 points[-]

Why did you decide to do both digital and physical instead of just one?

Manacrest 45 days ago | 1 point[-]

Nick: Good question - with an easy answer! We wanted everyone to have a chance to play right out of the gate. It's a strange trend we keep witnessing where games release and treat their digital client as an afterthought. It's honestly likely a calculated marketing choice (to encourage people to buy paper first), but we feel like there has to be a significant portion of the potential community that won't buy paper if they can't easily demo the game online. 

We're not ignorant to the fact that the game will be slow to start in physical form when it comes to LGS support, so we knew we had to build and embrace the community as much as possible. 

In short, each method of play supports the other. Paper players can test decks and practice in their free time on their phone/PC, and digital players can get in to the game in a comfortable/casual environment and then check out in-person play if they feel up to it -- not to mention the physical meets digital aspect of buying physical packs (with each physical pack including a code that players can use to redeem an equivalent digital product for free).

philryuh Supporter45 days ago | 2 points[-]

Thanks for starting this!

Several questions after a quick glance:

  1. You emphasized the community-driven approach for future ongoing development of Manacrest. Could you share some of your preliminary thoughts on how you plan to achieve this?
  2. What was your process for developing the lore for Manacrest?
  3. How do you plan to expand on/deliver this lore in a way that will keep your audience interested?
  4. Are there some future faction ideas you have in mind? How often do you plan to release a new faction?
  5. I see that your team plans to cover the shipping costs. What is the reason behind this decision and how viable is this in ensuring that the campaign will be profitable? (Are you placing more priority on making sure the game can come alive?)
  6. What is your plan for reaching a bigger audience?

Manacrest 45 days ago | 1 point[-]

Micah:

1. We want the community to be the loudest voices in the room, because naturally they will be. If a certain play pattern or playstyle is simply not fun to play with currently, we are happy to manicure the game experience to best fit the wishes of our most passionate fans. We have already done regular voting for aspects of our newest card frame, and the reaction we got from that was phenomenal. 

2. Currently I came up with the original factions, setting, and initial conflict between the factions. Since then, we have brought on a few writers to help work on fleshing out the world that I created. We want there to be as many relatable factions for everyone, and a rich enough backstory that if you love the gameplay they present, there's a whole world for you to dive into as well! 

3. We are currently working on a weekly release schedule for lore articles, and are working to release the content in even more exciting ways (videos, graphics, etc). The lore will always be a key component of what we do, the game is following a narrative and we want to reflect that to the community! 

4. We will be adding additional factions with almost every set. I know the faction I'm itching to reveal are the Mariners! Curse based and very focused on luring enemies to attack in suboptimal conditions, I'm very very excited for them. 

5. We want the game to be as accessible as possible for everyone, and we don't want even the shipping costs to be a detractor for customers. We have no problem taking care of that small cost if it means Manacrest can be on the shelf at your local game store as soon as possible. 

6. We are in the process of of creating an ambassador program so that players can help support Manacrest by becoming tournament organizers, judges, and also just really motivated fans! The ambassador program will help run demos, earn exclusive prizes, and help build communities so that Manacrest will thrive wherever it may go. 

JamesReid860 Supporter44 days ago | 1 point[-]

Why physical AND digital? What’s the inspiration for that?

Manacrest 44 days ago | 1 point[-]

Nick: Good question - with an easy answer! We wanted everyone to have a chance to play right out of the gate. It's a strange trend we keep witnessing where games release and treat their digital client as an afterthought. It's honestly likely a calculated marketing choice (to encourage people to buy paper first), but we feel like there has to be a significant portion of the potential community that won't buy paper if they can't easily demo the game online. 

We're not ignorant to the fact that the game will be slow to start in physical form when it comes to LGS support, so we knew we had to build and embrace the community as much as possible. 

In short, each method of play supports the other. Paper players can test decks and practice in their free time on their phone/PC, and digital players can get in to the game in a comfortable/casual environment and then check out in-person play if they feel up to it -- not to mention the physical meets digital aspect of buying physical packs (with each physical pack including a code that players can use to redeem an equivalent digital product for free).

JamesReid860 Supporter44 days ago | 1 point[-]

Those are some really good reasons. It’s definitely better than having PnP files available. 

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