DVG - Fermi's Paradox
Par Dan Verssen Games
Statut actuel
Fonds récoltés : 44 545 €
Mankind became aware of its galactic peril in July of 2040 when a gamma ray storm swept through the solar system at the speed of light. The radioactive particles destroyed unshielded satellites, lit up the sky for days, crashed the GlobalNet, and made life miserable for the modern world. It took nearly five years to repair the damage.
In 2046, astronomers compared new observations to those recorded in the years leading up to 2040, and determined there was a second wave already speeding toward our solar system from the galactic core. They described the 2040 wave as a minor tremor, and the newly detected wave, to strike in 2060, as an earthquake. Within a year, Earth's governments initiated the largest civil construction programs ever imagined. They dug city-sized survival shelters under the tallest mountains, and burrowed hundreds of miles of tunnel complexes under the ocean floors. Humans, plants, animals, and samples of as many forms of life as possible were relocated into the shelters. They transplanted entire industries, and all the supplies and raw materials needed to make a population self-sustaining for decades into the shelters. It was the greatest cooperative effort in human history. They did everything they could to shield the world's population and infrastructure from the impact of the second wave.
And still. Billions died from radiation poisoning.
The second wave ravaged the surface of the Earth with gamma radiation that penetrated hundreds of feet underground. The storm wiped away all life on the planet, except for those huddling in the deepest shelters.
Following the storm, humanity struggled forth from its shelters to begin the task of rebuilding. The first priority was to deploy the newly constructed satellites and gamma ray detection equipment. Within a few years, the satellite network was launched and operational in high Earth orbit. Astronomers soon started pouring over the data in makeshift control centers around the world. The data contained their worst fears, as well as something unexpected.
There was in fact a third gamma wave approaching and would envelop Earth in 2070. If the first wave was a tremor, the second wave an earthquake, the third wave was off the Richter scale. The storm's intensity and duration would penetrate even the deepest shelters and strip away the Earth's atmosphere. It was a Global Extinction Event.
They discovered the storm build-up to the third wave had already started. The intensity would increase with each passing year until all life was scrubbed from the Earth.
Then, unexpected readings came from Venus, Mars, and Earth itself in Antarctica. As the precursor radiation of the new wave passed through the solar system, the gamma rays had hit something in each of those bodies, and reflected. As the weeks passed, one of the moons of Jupiter and several of the larger asteroids in the Asteroid Belt produced similar echoes.
Within weeks, an elite team of cold weather survival experts, miners, and scientists deployed to Antarctica and began burrowing into the ancient ice to determine the source of the echo. The few seconds of grainy video they managed to send back before going silent, shocked the world... Twisting alien corridors, gently pulsing light strips, weirdly shaped devices, and whip-like shapes coiling in the darkness.
Alien stasis technology had kept the base inactive, but upon the team’s entry, the device deactivate, powering up the base, and its defenses.
It was the first time humans realized we were not the first intelligent life form to inhabit our solar system.
The next team, led by Special Forces soldiers, fought their way through the ancient warrens and the alien creatures. After suffering heavy casualties, they were able to retrieve the base’s power core.
The Core was roughly one cubic centimeter in size, yet produced power equal to a full nuclear reactor.
Based on the strength of the echoes, scientists were able to calculate the cores present throughout the solar system were many times more powerful than the core retrieved from Antarctic.
The cores though remained out of reach. Any ship leaving Earth would soon be pummeled by gamma radiation, and its crew killed within a few weeks.
The first advance in human technology came when an on-site researcher noticed near zero gamma radiation penetrating one of base’s larger chambers. The xeno tech responsible for shielding the chamber was soon isolated, and researchers set to discovering how it functioned in hopes of shielding all of Earth. The tech proved to have very limited scaling and was extremely difficult to reproduce, but it was capable of shielding something small, like the living quarters of a spaceship. This leap was the final piece of technology needed to allow human ships to safely travel the solar system.
For the first time, humanity had a hope to survive. While humanity lacked the technology to manufacture xeno power cores, with the help of xeno technology, mankind could tap their mysterious energies to power devices never before dreamed of.
After the discovery of the first core, it became clear that Humanities one hope for survival was to retrieve the xeno cores spread across the solar system. With those cores planetary level defenses could be constructed in orbit to protect the Earth from the third gamma wave.
All life on Earth is facing extinction due to growing waves of cosmic storms at the galactic core emitting gamma radiation throughout the galaxy. To save humanity, you must build a massive space station to protect Earth from the gamma radiation.
During the game, you will send out probes and ships to explore and defend the solar system.
Each planet or large body has approach and departure arrow movement paths. Your ships move along these paths as they travel to and from each destination.
To build this station, and perform other tasks, you begin with a limited number of workers. Depending on where you place them, the storm has a chance of eliminating your workers each turn. If all your workers are eliminating, you lose.
Each turn, you assign your Workers to various tasks to gain Resource Points. You spend these Resource Points to buy various assets like Probes, Warships, Transports, etc. You also assign Workers to building the space station, installing, and activating, its power cores.
Once you complete the space station’s Framework, you may begin building its Modules. Once a Module is built, you may install and activate its Power Core. Once all Power Cores are activated, your station fully activates, and humanity is saved.
The Power Cores are found in Xeno bases scattered across the solar system. You must send out Probes to locate these bases. Once a base is located, you may send a transport loaded with marines to assault the base and recover its power core. Beware, these bases are defended by xeno warriors that have been kept in suspended animation and will fight to the death to defend the base.
Xeno spaceships will also appear at the various planets in the solar system and begin heading toward Earth. If one arrives at Earth, it will attack, destroying your assets. To prevent xeno ships from reaching Earth, you can build Warships, and send them out to intercept, and hopefully destroy, the xeno ships before they reach Earth.
You may also send marines to board xeno ships and recover xeno technology vital to activating the power cores. Without this tech, some power cores will be difficult to activate, and others will be impossible to activate.
As your warships, transports and marines complete missions, they gain experience, promote, and improve their skills.
As the turns pass, the galactic storm will gain in intensity until life in the solar system becomes impossible.
You must activate the station before all your Workers are eliminated to win the game.
If you're familiar with our Air Leader series or Warfighter series, you'll see that Fermi's combat systems are built on these two game systems.
Combat, for example, uses the d10 and d6 system for determining if an attack hits (d10), and if it penetrates (d6). This was done intentionally, because Fermi's Paradox will form the foundation for DVG's first sci-fi intellectual property. In the future, we will launch Warfighter Fermi and Space Leader Fermi game lines.
Here is an example...
You'll notice the ISC (International Space Cruiser) Glascow's Attack stats of 5/+1. This means the ship needs a 5 or higher to hit with a d10, and has a +1 bonus to penetrate target defenses with a d6.
The Xeno Annilator hits on a 6 or higher, and has a +1 bonus to penetrate.
Similarly, Santiago and the Grappler, both Attack on a 4+, and have +1 to penetrate.
Setup Video
First Turn Video
Middle Turns of Game Video
Marine Combat Video
Ship Combat Video
If you'd like to see the development of Fermi stretching back in time, here is the link to the Facebook Group...
https://www.facebook.com/groups/dvgfermisparadox
For those interested, here are a couple links going into detail on the history of Fermi's Paradox, and the science behind Gamma Ray Bursters (GRBs)...
https://en.wikipedia.org/wiki/Fermi_paradox
https://en.wikipedia.org/wiki/Gamma-ray_burst
Fermi's Paradox comes with everything you need to build a huge space station to deflect the cosmic rays heading toward Earth and save humanity.
The core game includes:
22" x 17" Display Board
Several decks of Human ship cards, Human marine cards, Xeno ship cards, Xeno hostile cards, space station sheets, Gear cards, Event cards
Several Sheets of counters
d10 and d6 Dice
Rulebook!
Each Fermi expansion adds more card, counters, or sheets to your core game!
This Expansion adds cards for new Xeno Hostiles! New Xeno Hostiles! New Xeno Ships! More Xeno Ships! More Xeno Bases, Locations, and Objectives! And special Xeno Events! And their counters!
This Expansion adds cards for new Human Marines, including a Heavy Weapons Marine, Scout Marine, and Tech Marine! And their counters!
This Expansion adds cards for new Human Spaceships, including Destroyers, Battlecruisers, and Heavy Transports! And their counters!
This Expansion adds cards for new Human Marines, Human Marine Squadies, Human Space Ships, Human Space Ship Escorts, Gear! And their counters!
This Expansion adds new Space Station sheets, new Space Station Modules, new Events, and new Gear!
EU, UK, AUSTRALIA, AND CANADA FRIENDLY
We are US, EU, UK, Australia, and Canada-Friendly! DVG prepays taxes and VAT fees for games shipping to the US, EU, UK, Australia, and Canada!
We will charge actual shipping costs for US and International destinations in the post-Kickstarter Pledge Manager. The below estimates are shipping costs for one core game.
Giving exact shipping prices in the Kickstarter is not possible due to each country having its own shipping weight ranges and package size adjustments to shipping costs. Please keep in mind these are estimates, and the actual shipping costs may change based on the number of Stretch Goals we Unlock and Add-Ons you choose.
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