Introducing "TABLETOPPER GAMES," a dynamic new board game publisher hailing from Munich / Germany.
Born out of the shared passion for tabletop gaming, two best friends joined forces to bring their creative vision to life. With a commitment to delivering immersive and fun gaming experiences, Tabletopper Games is poised to elevate your gaming sessions. Get ready for a journey into the world of strategic excitement, where every card, every roll of the dice and every move on the board promises a thrilling adventure. Join us as we embark on this tabletop revolution crafted by the passion and friendship behind Tabletopper Games!
A bit late to comment since I'd taken a short break from RU-vid, but it's looking good. :) Still have some concerns about anyone who might be colourblind, but maybe they can advise if they have any issues telling the dice apart, since I don't have that condition.
8 дней назад
Looks beautiful, and much more high quality than I would have ever expected.
Das kann ich mir vorstellen! Die paar letzten Tage bevor die PPC ankam waren wir auch unfassbar hibbelig;) Nicht mehr lange, und dann liegt das Spiel auch auf deinem Tisch!
Thank you David for your kind words. Yes it is really a thrilling and exciting time. I've been staring on the print files for so so long and now they are here in the real world. I am very grateful that the campaign was such a success, which allowed us to not only increase the quality of every detail but also include all things that we wanted. :)
Und wir uns auch! Haben jetzt fast alle Dateien zur Druckerei geschickt und freuen uns jetzt unglaublich auf die pre-production copy. Werden in den nächsten Tagen ein Update rausschicken um Euch alle wieder abzuholen. Grüße aus München
I think better terms to use are "Charge" or "Rush" instead of "Jump". For the health debate. Use tokens as wounds, not remaining health, because otherwise you potentially need more tokens in reserve. If multiple enemies show up and for some reason you try to outrun them and spawn even more or something like that. It's a worst case scenario, but there is no debate here, on what really is the most optimal one ;)
It's hard to tell because of the distance, but it looks like the Veteran's eyes aren't as detailed as the rest? (Do they have pupils?) They look great, though they will likely remain unpainted (and un-"sundropped") for me. I have tried painting detailed minis before, and it has caused many issues since I don't like leaving any imperfections behind in my paint job. >_< My poor hands tend to cramp well before I finish.
Thanks for the explanation video. What are the possibilities for ingame cooperation mechanisms? Obviously combat, but are there others? Are there damage mitigation mechanisms other than the Thickskin's special ability (like armour items)? Are there difficulty scaling mechanisms for higher player counts? (Our group usually consists of 6 players)
Hi, So ingame cooperation can be trading resource and items, healing each other, using items (like stim packs etc.) on each other planing tactically together, sharing a camp, fighting together.
Scaling happens automatically through the game: less ressources and more need of resource consumption in higher counts vs more resources but less fighting power...it's actually easier to plan with less. However the sky is the limit when you have a well cooperating group of 6 (however. Resources will be scarce!)
I know there was a comment on the crowdfunding page assuring someone that only 4 characters (for a game with 1-4 players) would still have variation for a 4 player group.. How does a character change between plays? Is it just their equipment?
Based on the game flow, equipment will play a major part in differing play yes. But moreso its based on the random tile placement, even playing the same character how the game develops will differ wildly. Also there are 2 expansion characters to flesh out the character roster, which would provide an ample amount of variety for party compositions, even assuming a full 4 person game.
@@willfoltzThey did mention on the Gamefound that they planned on posting at least one more video (for solo). I'm hoping they manage to get it out before the project closes. I recently backed a Kickstarter that only released one of the three videos during the project itself. That doesn't really give people on the fence a chance to change their minds.
@@TABLETOPPER-GAMES we would really appreciate it. If you need some painted examples for your campaign, just reach out. It would be a honour for us 🙌🙌🙌🙌
Gefällt mir echt gut! Das mitm "schlechten" Englisch fand ich übrigens nicht so schlimm, so hab ich zumindest auch was verstanden 😉 Release an meinem Geburtstag, hmmm... dann weiß ich wenigstens schon was ich mir wünschen kann 😀
Hi Donald, Apart from the postapocalyptic theme, i dont think there are to many similarities between UoS and Fallout. First and most important of all: its a cooperative to semicooperative game. So you either play together as a group...or you play together as a group, not being 100% sure if you can trust your friends...the crafting mechanic is different, the fighting mechanic is different, its more about managing resources and working together...i think there is no space for a full blown analysis, but trust me, its very different in the mechanics and gameplay...and in the fun aspect😅 (as much as i love fallout, i wasnt the biggest fan of the boardgame)
Good first look! I’d agree that “Jump” might not be the best word for what that action is doing. “Storm” does sound decent but might be confused with weather effect cards. Maybe consider “Sprint”, “Rush”, or “Blitz” as alternatives?
Blitz sounds the most apt to me, and feels appropriate given the German background. Also feels like a word that won't be accidentally confused with the weather mechanics as well.
@@willfoltzI think "Rush" would have worked even better, since they basically stumble carelessly into a new zone, but "Charge" definitely also works fine.
Looks nice and fun....thanks for this overview,really want to know more! The only thing that felt a bit strange for me(but maybe it does not break anything in the game) is that the second fight of david (son of liberty I believe) didn't end before the start of the second player and that (if I understand well) you could interact with the elements of the tile while being "in combat"....but this may be not so important,really looks interesting...See you!
Hi Juliet! You understood very well. We tried so many different ways of fighting and enemy interactions. This system we came down to is really smooth and fun when you play it. Some characters are not build for fighting and to be able to still fullfill actions with an enemy on your tile has so much more potential for tactical decisions...imagine the heroe running and taking arrows from the enemies to reach that one important subject or goal!
Many thanks for your answer,...yes ok I can imagine very well and understand your choices, sure this game is fun and tense!...just to clarify(it's not very important here but we all just like to know who we are talking to usually!),Juliet is my wife and we have the same RU-vid account for all the family,so...my name is Yves! No matter but just....we are not bots!Good luck,following you!...
Thanks for the gameplay overview. There seems to be a bit of a dungeon crawl / RPG feel - nice! Do I assume when a character dies the mission ends in failure at that point? Or can a player spawn with another character?
Hey Doug, I am glad you like what you see. When a character dies, the group can build an AED and has a whole daycycle to revive the character...in over more than 100 playing rounds, I don't really remember a character dying without a revive, unless it happened in a last heroic act for the group to reach the missions goal! But i actually don't ever remember someone sitting on the table not playing!