Legends of Rakasa is a tabletop adventure card game set in a fantasy world. The game is suitable for larger groups of people, making it ideal for game night. After canceling their initial campaign, the Vatcher Brothers are trying again to fund their game and now are making one last effort before their product is launched.
Estimated Delivery: July 2015
Why the Relaunch
It may seem odd that the TriVatch decided to launch another campaign when their product is going to be released. However, this is an example of the company listening to what their supporters want. They were asked to do a Kickstarter campaign, so they decided to listen and give their base one last chance to back them. Listening to your base is incredibly important in the crowd funding world and it shows trustworthiness for both current and future projects.
Like with the second campaign, there were improvements made, including an even lower base goal.
Like with the second campaign, the new campaign campaign page itself looks a lot better than the old campaign. The team also decided to only work on funding the base game. As it turns out, it was decided that two separate base games could be created from the material that had been developed.
Players take the roles of newly pronounced Hunter-Warriors, the most elite and holy of all callings in Rakasa. As Hunter-Warriors, players prove their might and worthiness during the Life Crossing Festival by hunting and collecting the most valuable sets of parts carved from the legendary Mahakasai.
Winning these parts is no easy feat for players as they will begin their hunt for glory with nothing but a handful of ingredients from the village market and a set of bone gear, the weakest and most basic of equipment (often found discarded along the roads of Rakasa).
Players roam the land, lay traps, hunt and battle monsters, gather ingredients and spoils, forge new equipment, brew potions, trade in the market for tools and other items, grow in power, and devise plans for hunting the Mahakasai to claim glory above all other Hunter-Warriors.
Never too Many Players
As someone who runs gaming events, I have found the number of games that can be played with large groups to be far too limited. Like Clockwork, Legends of Rakasa features non-linear game play. The authors of the game specifically mention that with this mechanic in place, the maximum number of players is virtually unlimited. The Starter Pack and the three Land Expansions facilitates up to 8 players. All you need to do in order to accommodate more players is simply get more add-on packs.
Product Components and Options
Beyond player mechanics, the game itself utilizes a board consisting of tiles, 56 different monsters, and various types of equipment and potions. There are multiple expansions available for the game including three land expansions and an alchemist expansion. As far as the graphics are concerned, I have to say that I’m really liking the visuals so far, especially the monsters. For reference, below are sketches of some of the monsters.
Average Playing Time
I left the average playing time as “varies” because according to the game author, there are so many ways in which the game could be played that it could take as little as 30 minutes to play or many days to play. Here’s what the author of the game had to say on the matter:
Setting an average play time is quite hard as the gameplay can be customized in so many ways. Players can create any sort of mini mission or different starting and winning conditions that a game could take 30 min and another game could last for days depending on what situation players build for themselves. We do provide a standard story and gametype for players to play. The standard game play is roughly 240 min. The standard game progression can be broken in half with a very clear stopping point, thus resulting in 120 minute games.
Pledge Tiers: 7 tiers ranging from $35 – $300.
End Date: Mon, Nov 24 2014 1:01 PM ED
Chances of Success
The game was more or less complete during the first and second campaigns, so with the added time, the game is in its final state. This reduces the risk of the project failing to deliver its promised content. Like with the original campaigns, I think some custom content tiers would be useful, and in the third campaign, TriVatch delivered with the “Card Customizer” tier.
Hopefully the campaign will fair better this time than it did in the initial rounds. An before, unsuccessful campaign is not a failure but rather a learning experience, and we’ll soon find out whether or not TriVatch has learned from the first two attempts.