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How complex are the newest Spirits of Spirit Island?
over 5 years ago
– Wed, May 08, 2019 at 12:27:07 AM
The following update is brought to you by R. Eric Reuss, designer of Spirit Island and all expansions.
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A number of people have asked about the how the Complexity distribution of Spirits in Jagged Earth (and the promo pack) has fallen out, as all we were really able to say definitively before was "No Low complexity Spirits, and some Moderate, High, and Very High complexity Spirits." As playtesting heads for closure, it's something that's been on my mind, since it's coming time to think about settling on a final determination.
This has led to some navel-gazing about what Complexity is. Ted did a really nice Developer Diary about it over on BGG; his thoughts were (at the time) also reasonably representative of my own, differing only in a few details. However, Jagged Earth has made it clear that our prior conception of Complexity was even more of a hopeless oversimplification than I first thought.
My recent conclusion is that the Complexity rating of a Spirit is best used as a warning label to help less experienced players avoid un-fun experiences by getting in over their heads. Any player can muddle through a game as one of the Low-complexity Spirits (with Shadows being the trickiest of the four). Moderate-complexity Spirits may demand more experience, or certain types of planning - one friend of mine tried playing Thunderspeaker in their 3rd or 4th game while badly jet-lagged, and the positional maneuvering that Thunderspeaker requires was too much for their sleep-dep'd brain, grinding their planning to a crunching halt that stalled out the game for everyone. High-complexity Spirits generally have some sort of larger trickiness or danger: for Heart of the Wildfire, you can shoot the entire table in the foot by being heedless with Blight; for Ocean's Hungry Grasp there's both a Drowning-dependent Energy supply and the ability to screw up your tidal tempo (i.e., end up with all your Presence in the Ocean on a turn you were planning on doing lots of Range 0 stomping); and for Bringer of Dreams and Nightmares there's your inability to actually kill Invaders.
Of course, what a given player wants / likes / can handle mentally is going to vary wildly; the best we can do is give a bit of relative guidance. The Complexity is an acceptable first-pass filter, but there's usually also information in the Play Style which can steer players towards Spirits they'll enjoy more and away from Spirits they'll enjoy less, as well as occasional critical notes about how the Spirit affects the table as a whole.
So, with that, here's where the Jagged Earth / Promo 2 spirits stand:
Moderate (3):
Grinning Trickster Stirs Up Trouble - much older incarnations of this were High complexity because it had a ridiculously complex-to-plan 2nd innate (each of 4-5 levels could target a different land) and because it gained Minor Powers frequently enough that I felt it would be faster to play for folks who knew the Minor Power deck pretty well. However, that innate got simpler, its Power Card gain slowed down, and I realized that "gains Power Cards pretty frequently" really wasn't a good reason to boost a Spirit to High complexity, so it's back to Moderate. It still has some pitfalls - it can spend itself out of much-needed Energy spreading Strife, or position all its Presence such that it can't target its Range-0 innate power, but those are more "tactical/strategic mistakes that may cause you to do poorly" than an inability to play.
Shifting Memory of Ages - were it not for its ability to store Elements for one-shot use on later turns, this might be Low complexity. That system nudges it over into Moderate.
Stone's Unyielding Defiance - requires a very different playstyle than most Spirits and becomes much less effective if you ignore that fact, but that playstyle isn't a brain-burner ("put your Presence where Invaders are apt to Ravage") and it's called out in its Play Style.
Likely Moderate (3):
Lure of the Deep Wilderness - this Spirit requires some forethought and setup to hit its full potential, and uses a lot of tokens, but you can have a half-decent game when just winging it. So likely Moderate.
Many Minds Move as One - this Spirit constantly deals with getting enough Beasts into position to do what it wants to do, and while its "Gather/Push at Range 2" rule is awesome for flexibility, it also increases the search-space of what might be possible substantially. So it could plausibly be High complexity just for the sheer level of spatial searching/thought required, which is greater than either Thunderspeaker or Sharp Fangs. But outside of that specific thing, it's solidly Moderate, with very few pitfalls beyond "can't get Beasts everywhere I want them". I've been getting a number of contradictory opinions on this one; I'm currently leaning towards making it Moderate but emphasizing the high degree of spatiality in the Play Style.
Volcano Looming High - probably Moderate. My initial assumption was that this Spirit's drastic Presence restriction (Mountains only) and need for patience in its slow buildup would make it best suited for highly experienced players... but the former, while drastic, isn't actually very hard to perform or particularly time-consuming to think about, and the latter is much more a matter of playstyle preference than of experience. It does have a brinksmanship issue where it can destroy enough of its own Presence to be vulnerable to an "all Presence destroyed" loss, but the process of blowing up most Presence on a given Mountain will tend to clear the threats from that Mountain and surrounding lands, meaning it's only a problem if the player mis-estimates the board position and a bad Event comes up. "Explode down to 1 Presence" is something experienced Volcano players will do sometimes, not a rookie mistake, and it's always transient given Volcano's regenerative ability.
Likely High (1):
Shroud of Silent Mist - probably High, for reasons I'll get into when I do its preview.
High (2):
Vengeance as a Burning Plague - Vengeance has a lot of different stuff going on: getting Disease on the board, using it in usual and non-usual ways, sometimes wanting its Presence to be destroyed, getting more powerful as Blight goes down, often needing to choose one innate to focus on over the other. Most of these interlock, many can be juggled poorly, and it also has the ability to tank the game by misjudging how out-of-control it can let a board get before it starts wrecking face there. It's not nearly as perilous in this as early iterations were (a version from last summer would often get into states where it was balanced on the razor-edge between defeat and victory, where a single Ravage would make the difference between "lose to triple Blight cascade" and "utterly obliterate the Invaders") but still. Also, it's allowed to do some things like "add Disease instead of adding Presence for the first 2-3 turns", which is a terrible idea that will lead to a very underpowered game.
Downpour Drenches the World - I'd thought this one was a solid Moderate until I saw a medium-experienced player try it for the first time and take much longer than they usually do. Handling "Play many fewer Powers but Repeat them some number of times" is a form of mental complexity different from most other Spirits out there, and it seems to make planning more difficult in a way that's enough to merit High complexity - though we've found that using something like Scenario markers to track how many Repeats you have remaining to use does help lessen the mental load of tracking, at least, and its Spirit Panel now suggests doing so.
Likely Very High (1):
Starlight Seeks Its Form - Starlight's early-game involves huge decision branches and lots of Power Card gains. However, under the "warning label" theory of complexity, I'm not positive it needs a Very High, because it looks so complex that it's pretty obvious that it's going to take a lot of up-front brainpower - in effect, its entire Spirit Panel is a giant warning label. Once it's started settling into its form, its play isn't complex at all, and unlike many other High or Very High complexity Spirits it doesn't warp the game for its allies. However, it does have the potential to paint itself into a corner with its Growth and Power Card choices in a way that most Spirits just can't manage - e.g., it can in theory leave itself with no way to Reclaim, or no way to gain Power Cards (though not both at once) - so it might want to be Very High after all.
Very High (2):
Fractured Days Split the Sky - Its Spirit Panel doesn't look super-complex, but it can be head-bending to play, it can accidentally live very dangerously by having its Presence tracks cleared with only 3 Presence (or fewer!) on the board, and some of its shenanigans warp the game for everyone at the table. It also generally wants to take a few minutes at game start to look over its Days That Never Were cards (since its preview, it's gone from being able to access the entire discard to being able to access a small set of alternate-reality cards). This is an excellent example of "complexity is a warning label" providing clear guidance.
Finder of Paths Unseen - Like Starlight, Finder presents as very complex, but unlike Starlight, that's not something that fades after a few turns, And unlike Starlight / like Fractured Days, Finder makes the game more complex for the entire table: the latest iterations of Finder no longer require Energy to make two of its lands adjacent. (Though it can only do it for a single pair of its lands per action.)
There's where things stand with the Spirits right now. Happy May!
- Eric
Time to make it rain! Check out this awesome Spirit preview!
over 5 years ago
– Wed, Apr 03, 2019 at 02:38:34 AM
Hi all! This is Eric, with a quick playtesting update and a Spirit preview!
Playtesting
Playtesting is going well - many Spirits have been stable/unchanging for several months now, and the remainder are seeing fewer and smaller changes as time goes on. Similarly for Adversaries: Scotland is likely done, the Habsburg Monarchy may also be wrapped up (if this next iteration pans out as I hope), and now we're focusing more on the Tsardom of Russia (whose core dynamics are working well, but some of the levels are proving slightly problematic and need changing). All the other sorts of game items have been stabilized enough that they've been given to Greater Than Games for layout - this doesn't mean they're set in stone, playtesting can still result in tweaks, but those tweaks are expected to be fairly low in both quantity and scope.
And now, I present one of the two Spirits in the promo pack: Downpour Drenches the World!
Introduction
Spirit Island has a dry season and a wet season, but those descriptions are very broad. The wet season brings more frequent and heavier rains, but it doesn’t pour constantly - the skies do clear from time to time. And specific areas of the island have their own local variations in climate and rainfall.
Some variation also comes from the travels of Downpour Drenches the World, which flies across Spirit Island (and sometimes beyond), settling down in one place or another for days or weeks. It is, for the most part, a content Spirit. rolling around in the greenery and nosing rain-glossed leaves aside to see what might be growing beneath. Wherever it goes, there is rain, for it is rain: an ongoing pouring from the heavens, sometimes light and sometimes heavy, but never stopping. During its stay, the ground grows muddy, plants explode into verdancy, and many Dahan among those-who-stay spend a great deal of time in a common-lodge, cooking and crafting and telling stories while watching the downpour through the lodge’s open sides. If those-who-travel are caught out near Downpour Drenches the World, they sigh and make the best of a wet situation - its rains may cause inconvenience and discomfort to travelers, or force them to take different paths, but usually don't make journeying outright impossible.
Usually.
Sometimes, the rains grow torrential for days at a time rather than minutes. Riverbeds flood, cleared ground erodes, and the ground turns to vast reaches of impassable mud. A Dahan proverb cautions against sleeping on one’s back in such weather, lest one drown. Spirit-speakers have learned that the rains seem to match the mood of Downpour Drenches the World - when it’s agitated, winds will gust and blow every which way; when it’s angry the rains will wear away at soil more rapidly - but do not yet understand its mood during these times of heaviest rain. Those who have braved the deluge to seek it out at such times have found it standing high with both heads pointed the same direction, relaxed but focusing intently on something distant, or unseen, or all around, heedless of questions shouted up through the rain.
Downpour Drenches the World paid little heed to the Invaders at first, but has been seeing more and more cleared land as it flies on its journeys. It brings rain to the Invaders’ crops just as much as any other plants - that’s in its nature - but finds no joy in rolling around their ranked and serried fields, and its contented nature is slowly giving way to a fierce resentment.
Design
Downpour Drenches the World was inspired by an offhand comment as I left the house of Ted Vessenes (lead developer) - he mentioned something like “it’s too bad there’s no Spirit of the monsoon or something”. It lodged in my brain, and about 3 hours later I had the first draft of Downpour Drenches the World.
It’s proved an elusive Spirit to pin down; several times it got to a point where it was mostly-balanced and playing kinda OK, but its mechanics didn’t feel right thematically, or were awkward for other fundamental reasons. This is actually the third time it was slated to be featured in a Spirit Preview, but each other time I had to swap in another Spirit because this one was in too much flux! I could probably write an entire design diary entry about Downpour Drenches the World alone - I think it's taken more design + testing time than any other single Spirit, save perhaps Finder of Paths Unseen and Starlight Seeks Its Form, both of which are fundamentally more complex to test due to higher branching.
But all of its incarnations have shared a certain amount of mechanical similarity:
The ability to make other terrains into Wetlands in some fashion. (Lots of Rain.)
The ability to remove Blight or return destroyed Presence to the board (Restoring the land.)
Modest amounts of Defend and/or Isolate, with the Defend not working well with Dahan counterattacks. (Everything is wet, and there’s way too much mud.)
The ability to Repeat power cards. (Downpour doesn’t do a lot of different things at once, but what it does, it does a lot of.)
Damage done to Towns and/or Cities. (It’s better at eroding foundations of established settlements than taking down smaller groups.)
At this point, its design has finally settled down. Elementally, Downpour Drenches the World is primarily a spirit of Water, Water, and more Water, with Air, Earth and Plant as side elements: Air and Earth because its nature is to tie the sky to the land, Plant for its associations with nourishing the growth of plant life. But thinking about it in a non-elemental fashion, it is a spirit of focused excess - so much of a good thing that it becomes downright overwhelming.
Like other mostly-defensive Spirits, this means that in smaller games it's likely to need to pivot to some amount of offense and/or Fear generation, because "not losing" isn't enough to actually win the game. You'll see below that it has the ability to make that pivot in a rather distinctive way.
Spirit Panel sneak peek
There are a lot of things here that aren't quite usual:
Growth: The first and third options are pretty normal, but the second requires you to discard 2 Power Cards, meaning you'll run through your hand and need to Reclaim much sooner. But it gives you a burst turn: you get to put down 2 Presence and gain 2 Water (which feeds into both its special rules and its innate powers).
(It's important that every Growth choice except for the burst grants a Power Card: because of how it can Repeat Power Cards (see below), a good Power draw for Downpour is much better than it is for most Spirits. Gaining Power Cards more often helps smooth out the game-to-game variance between Power draws, in the same way that "Roll 5d6 and take the highest" has a more consistent result than "Roll 2d6 and take the highest".)
Special Rules: Drench the Landscape makes its Sacred Sites into Wetlands. It's for Spirits only, and in addition to its other terrain type - changing it entirely for Invaders' purposes was pretty powerful and fairly swingy. All of its Unique Powers involve Wetlands in some way - sometimes targeting from Wetlands, sometimes being slightly more effective or versatile in Wetlands - so it's useful for Downpour Drenches the World even when it's not, e.g., paired with River Surges in Sunlight.
Pour Down Power Across the Island is central to how this Spirit plays: for every 2 Water it has, it can either gain 1 Energy or Repeat a land-targeting Power Card by paying its cost again. Early on, this generally means 1 Repeat or +1 Energy each turn, but by late-game Downpour Drenches the World can plausibly Repeat one of its Power Cards 3-4 times. This can be great with Majors (though that's usually a late-game play, given the Energy requirements, plus this Spirit doesn't want to grab Majors too early for a variety of reasons), but can be equally great with low-cost Minors: one playtest game involved Purifying Flame being used 5 times in a single turn to completely clear some heavily Blighted lands. And Rain of Blood can generate phenomenal quantities of Fear, as is thematically appropriate.
It only works on land-targeting Power Cards for two reasons: the mild thematic reason (it' very focused on the land below) and the strong mechanical one (some combos become ludicrously OP).
Presence Tracks: the Plays track is spectacularly low-powered, because Downpour Drenches the World has the ability to supplement its actual Plays with Repeats. But it does gain some benefits on the way to additional Plays, most notably mobility - the shifting stormclouds - which is of tremendous help both with setting up Sacred Site-based Wetlands and in using its 1st innate to good effect. Its Energy track is something of a misnomer; it's primarily an Elements track. (The iteration prior to this one didn't have any Energy gain on the track at all beyond the base 1/turn! But that proved slightly underpowered.) But there's some indirect Energy gain here: both because every 2 Water can provide 1 Energy, and because getting +Plant can make hitting its 2nd innate much easier. The additional elements can also give it a boost towards hitting in-theme Major Power thresholds, which might otherwise be impossible for it due to its cap on Card Plays.
Innate Powers: The first innate is a strong, nearly-always-useful defensive ability. Once you can get both of the first two levels (not always easy in early game), Downpour Drenches the World's Presence becomes better at raw Defending than Vital Strength of the Earth's! (Both in that 2 Presence will provide Defend 4 instead of Defend 3, and because it's more granular / flexible: 4 Presence can provide Defend 8.) It can also get Presence out a bit faster than Vital Strength, and may be able to reposition it if it's advanced on the bottom Presence track. However, this defense isn't good for Dahan counterattacks, as it's full-out "suppression of all conflict", reducing the Damage Dahan do just as much as it reduces Invader damage. This doesn't make counterattacks impossible, but they take more work to set up, so this innate is better at stalling than advancing victory.
The second innate requires more attention to get going: only one of Downpour Drenches the World's Unique Powers grants Plant, so the second innate requires either hitting the +Plant on the top Presence track or gaining new Power Cards with Plant. The blight removal looks appealing, but is more of a side benefit / tactical option - the primary payback for this innate is the Energy granted. With enough Energy, Downpour can flood the world.
(The top level of each innate is a stretch level that probably won't be hit in most games - not as much so as Serpent Slumbering Beneath the Island's top-level innates, but they tend to require either a game that runs long or elemental support from other Spirits in order to achieve.)
That's about it for Downpour! Just two more Spirits left to preview - very different from each other, but both with an element of lurking to them...
- Eric
A Beautiful Look at What's to Come!
almost 6 years ago
– Wed, Mar 06, 2019 at 08:59:16 PM
Hello, Spirit Island: Jagged Earth backers!
We're taking a small break this month from our regular updates about Spirits and game mechanics to bring you some art teasers!
While Eric, Chris, and our super playtesters have been working tirelessly on mechanics, Rae has begun laying out the templates for Spirits, Blight Cards, Fear Cards, and Scenarios. We've also started to finalize Major and Minor Power Cards so we can begin to commission more art!
Along with all of that progress, I've been coordinating finalized art from some of our amazingly talented artists for Innate Power cards. As we cross off each item on our checklist, we grow more and more excited about how this expansion is coming to life. We truly can't wait to be able to bring it to you!
But until then, here are some examples of the artwork that has been coming in. You might be able to guess what some of these arts are for, but we've also got a few sneak peak arts in there for cards you haven't seen yet. We're going to continue working hard here at GTG, but we hope you sit back and enjoy these glimpses into the island.
Thanks again for your support!
Jennifer Closson, Creative Director
Check out the stone cold defender of the Island!
almost 6 years ago
– Wed, Feb 06, 2019 at 01:29:48 AM
Hey folks! Maggie here with your February update! Below is a very juicy summary about Stone’s Unyielding Defiance that Eric put together, but before we get into that let’s talk about Backerkit and issuing refunds through it.
Backerkit
Last Friday we began charging folks for their pre-orders on Backerkit, and we did not announce it. We know that this was inconvenient and confusing for a lot of people, and for that we apologize. It was definitely not our intent, so please reach out either through Kickstarter messaging or our customer service email ([email protected]) if you need any assistance or a refund issued.
Going forward we want everyone to know that we will be charging credit cards on a weekly basis. If you place a pre-order, increase your pledge level, or add-on any items you will be charged within a week.
We are happy to issue refunds to folks that were charged through Backerkit sooner than anticipated! The only slightly weird thing about this is we have to cancel your order out entirely. This means if you are issued a refund you will need to re-create your order at a later date when you are prepared to pay the full Backerkit amount.
Now onto the way more exciting topic brought you by R. Eric Reuss...
Introduction
Stone lies under everything. All on its own, it's not necessarily the friendliest of environments for large-scale life, but it's still part of the living earth - over time it weathers to help form soil, after all. Until then, while it may not be nourishing like a lovely regolith full of organic matter, it's supportive and durable and makes great homes for all manner of plants and animals. In some senses, Spirit Island is made out of rock. (In other senses, it's made of a giant serpent, and in others still it's made of a volcano. All these things are true, and more.)
Stone's Unyielding Defiance is a Spirit of one particular type of stone: that which won't get out of your way and you just can't budge. (This can take many physical forms; andesite and rhyolite are common ones.) The Dahan are no strangers to quarrying, nor to discussion and negotiation with local spirits over whether and how such quarrying might proceed in a way that works for all concerned, but with Stone's Unyielding Defiance they don't even try - they'll inquire once, politeness masking frustration, and head home when it refuses.
(Once or twice, someone has tried to match its stubbornness, in hopes of winning its respect. This has worked insofar as the respect is concerned, but failed utterly in terms of actually changing its answer. It has occasionally decided of its own volition to gift Dahan villages with building-pillars, however. These endure better than any others and are always appreciated when a village moves back to one of the old sites which has one. None have yet needed to be replaced, despite the passage of centuries.)
Design
Stone's Unyielding Defiance goes a long way back - to 2013 or so, way before the game was in anything like its current form. The Spirit went through a number of iterations, stretching the game's design space along the way: it was the first Spirit to have a single-element focus, the first Spirit to have an innate power with a threshold higher than 5 or so (it prompted the shift from individual icons to icon-with-number), and in a later incarnation it was the first Spirit to have more than 2 Presence tracks. (That's no longer true, though its 2 tracks are a little different than most - you'll see how below.)
The original version was a combination of two concepts - of "being slow" (it couldn't deal Damage or destroy things during the Fast phase) and of hard, unyielding resilience which could break the Invaders which Ravaged it, if it had enough Earth. The former was mildly interesting, but took more rules/complexity to work than it added to that particular design. But I knew I wanted to bring back the latter idea, and Jagged Earth was a good place to do so.
(As a side note: I'm very pleased that this Spirit combos well with Vengeance as a Burning Plague - not because Stone and Plague have much in common, but because Vengeance and Unyielding Defiance go so well together.)
Spirit Panel Sneak Peek
Stone's special rule lets it survive Blight (and allow other Spirits to do likewise), as well as preventing Blight cascades - so long as the Blight doesn't outnumber its Presence. Andesite and rhyolite are resilient rocks, much harder to damage than an interlocking ecosystem.
Hold the Island Fast With a Bulwark of Will (its first innate) lets it stave off the larger-scale consequences of Blight: Blighting the Island and losing the game. When Blight is added to one of its lands, it can (with some Earth) pay Energy to take it from the box rather than the Blight Card. The Invaders are too busy dealing with all of the unyielding stone (digging it up, moving it, chipping away at it) to destroy the wider ecosystem. (One of its Unique Power cards removes Blight from the island - but to the box, not the Blight card, performing a similarly limited form of healing. Rather than restoring the ecosystem in its full glory, it's scarring it over with rock. Healthy rock, and part of the living earth, but not vibrantly tied into the network of life.)
Then comes it's second innate: Let Them Break Themselves Against the Stone, which can (eventually) make Ravaging hurt the Invaders. Thematically, violence rebounds upon itself, both physically and metaphysically - all that stuff the Invaders are doing in #2 turns deadly (people die in accidents or collapses), tools and equipment break, plantings fail, and the land turns its support from the Invaders as they seek to destroy it.
All three of these abilities work together to give it a very different idea of defense than most Spirits have. Rather than being careful about placing Presence where there are lots of Invaders, or defending those places well if they do. Stone's Unyielding Defiance actively wants to be in the worst problem spots, as its notion of defense is, "Go ahead, hit me. I can take it. Not so sure if you can, though."
The other thing you may notice is that while it has two straight-line Presence tracks, what's on them is a little different than most Spirits. Its top track improves both Energy and Plays, while its bottom track is primarily "more Earth" but with some side benefits later on. Strong advancement on the upper track tends to result in stronger effectiveness via Power Cards, while the bottom track can slam out higher levels of its innates much more quickly.
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Check back next month for more exciting Jagged Earth content!
-Maggie
Backerkit is live!
almost 6 years ago
– Thu, Jan 10, 2019 at 12:01:33 AM
Hello, all you wonderful humans! Maggie here with a Backerkit update!
Last night and this morning we received a ton of messages and comments about the Backerkit for Jagged Earth. We have answered the most frequently asked questions below, and fixed an issue where backers at the “no rewards” level were not being charged shipping properly. We have also added the ability to upgrade your pledge to a higher tier for all backers.
Pledge levels
We have made all pledge levels available! Backers can now increase or select their pledge level.
If you are a non-pledge level backer you must select a pledge level before you will have access to additional add-ons. If you previously selected add-ons without selecting a pledge level, you must edit your order and select a pledge level or we will not be able to ship you your rewards. Shipping fees are included in the pledge levels.
Add-ons
We have a ton of add-ons available for this campaign!
As stated above, add-ons are only available to backers who have selected a pledge level. Add-ons are limited per backer because of shipping cost.
FAQ:
Q: I haven’t been charged for shipping and I am a US backer, is that wrong?
A: No! Shipping is included in all pledge levels for US backers.
Q: I haven’t been charged for shipping and I am a non-US backer, is that wrong?
A: Yes! US backers are the only backers that are receiving free shipping in this campaign. Please check your order and see if you selected a pledge level. Pledge levels are where shipping fees are charged and if you have not selected a level we, unfortunately, cannot ship your order.
Q: I don’t see Jagged Earth as an add-on. Is there a way to get an additional copy of Jagged Earth?
A: Adding additional copies of Jagged Earth to an order complicates the pack out and increases the cost of shipping. In order to avoid this, we are limiting all backers to 1 copy of Jagged Earth per order (and to a low number of other add-ons per order). However, if you (or a friend) want an additional copy of Jagged Earth or any other items, you can create a second pre-order pledge and get whatever you want! Shipping fees will apply to each order you place if you live outside of the US.
Q: When does Pledge Manager Close?
A: The pledge manager will lock down a few months before fulfillment, so right now we are estimating it will close completely in February of 2020.
Q: Is VAT included in the pledge manager or do we pay VAT when we receive the games?
A: For European backers, VAT is included in the pledge manager. For all other backers, you will be subject to whatever your local VAT laws are upon import.
I will be in the Kickstarter comments and messages to answer any additional questions that I’m sure folks will have.