Did you miss the original campaign? You can make a late pledge here, and still get your game delivered at the same time as the original backers. You can still #BackJAQ
Gear up heroes for adventures and monsters in this drafting strategy game. You can choose a competitive mode with head-to-head challenges in quests, monster loot, and attack cards... or alternatively a non-competitive mode that retains the interaction and challenge... or a mixture.
The core of JAQ is drafting and stacking cards to build attack, defense, and knowledge while avoiding blood damage. Heroes search from dawn to dusk for equipment and spells every day, and create sets crafted by different guilds, which is often vital to completing both Adventures and Quests.
Heroes get an initial hand of 7 cards that they use to draft equipment, spells, or other items, and then paess along to the next hero.
Each day, the heroes have 3 searches, and then 3 reveals, as they grow their equipment and spells through several expanding tableaus.
Every two days, the heroes fight progressively more powerful monsters, and compete for the monsters' loot.
Throughout the game, heroes have secret personal adventures they are trying to achieve. While lounging in the inn at the end of the game, they reveal whether they were successful. Heroes need high-level spells and equipment, and sets created by mysterious guilds, in order to succ
Quests have heroes striving to excel in some area of expertise, such as attacking, defending; building high-level spells or equipment; or creating powerful sets of guild equipment. In competitive mode, you get more points depending on how well you do in head-to-head comparisons with other heroes; in non-competitive mode, you get points based on how well you do against a specified amount.
If you have Tabletop Simulator feel free to try before you back us on KICKSTARTER
Jesse Stacy, Tommy Noel, and Brandon Beam
Emilyn Noel and Cole Munro-Chitty