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Traveller Customizable Card Game

Created by Horizon Games

A card game with trade, exploration and combat in Marc Miller's classic RPG setting, The Third Imperium.

Latest Updates from Our Project:

Powerhouse
about 7 years ago – Fri, Oct 20, 2017 at 09:02:49 PM

tl;dr:  Although there are some annoying delays, production is beginning.

Unfortunately, we've had to reduce the number of card sleeve designs.  We'll be condensing all the designs into just three.  Backers will be compensated with extra promo cards, but we can also work on an individual basis with backers who wish to change their order.

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We just received the sample sheets from the factory.  They all look good, so we've approved them for full line production, which should start sometime next week.

We've posted some sample cards before, so you might be wondering why we needed to sample again.  Basically, the earlier samples were one-off prints, where the goal was more to test the physical appearance of the individual cards.  

These samples are uncut sheets, meant to test the production process itself, to make sure once we push the "go button" to make everything, it'll all fit right.  Here are some pictures:

please note, the pictures may look a little dull/fuzzy, but that's our photography skills.  In person, the cards are sharp and vibrant.

Card Sheet Sample
Card Sheet Sample

 

Card Sheet Sample 2
Card Sheet Sample 2

 

Card Sheet Close Up
Card Sheet Close Up

 

Insert Sample
Insert Sample

 

Insert Sample 2
Insert Sample 2

Once production is complete, packaging commences.  We're not a large scale industrial client, so we don't have custom dies that can automate packaging.  Our tuck boxes have to be packed by hand, and our boxed sets have to be compiled by hand.  All of that takes more time than if it were done by machine, but that's just how it is.

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Now, for some bad news.  Because of the process used to print images on the plastic sleeves, set up costs for the eight designs we had planned are just not feasible. 

We've done everything we can to lower the setup costs, but at the end of the day, the copper plates used for each design are a fixed price that can't be avoided.

Consequently, we have been forced to change our plan for card sleeves.  We had originally offered eight designs.  The four ships (Scout, Beowulf, Empress, Sub Merch), the blue card back, the red card back, the Imperial Sunburst, and Norah Wells.

Regrettably, we have been obligated to reduce those to just three designs:

Imperial Sunburst

Traveller Card Back (blue)

Traveller Card Back (red)

On the up side, these designs are by far the most common (which is why we picked them), so only a relatively small number of backers are impacted. Of course, we don't want to impact anyone, but if necessary, we want to minimize disruption.

Backers who ordered the other designs will receive instead one of the three above.  We will also be compensating them with additional promo cards.  These are promo cards we had made to give out as event prizes for demos or tournaments, and for other special occasions.

Just to be clear, if you ordered sleeves of one of the deleted designs, you will receive one of the other packs instead.  You won't "lose out."  Even so, I know perhaps you may prefer to order fewer (or none at all).  We can work with backers on an individual basis to resolve concerns, so feel free to contact us.

Please note, this is only in relation to card sleeves.  All other products are unchanged.

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We're also providing at this time the finished rulebook for download.

https://travellerccg.com/Traveller-Rules-Booklet.pdf

Please be aware, the book is actually square in shape (which you'll see if you ordered a Starter Set or Collector's Edition), so if you try to print it on standard 8.5" x 11" paper, it will look a bit off.

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Finally, you may be wondering about the title of this update.  It's inspired by Raymond Scott's song Powerhouse, which is the sound I imagine factories make when they produce stuff.

Golden Week
about 7 years ago – Fri, Sep 29, 2017 at 05:47:00 PM

Not a long update this time around, but we have secured a production slot for the week of October 9th, after factory workers return from the Golden Week holiday.  

Over the last couple of weeks, we've been working with the factories, and we have completed what is known as "Production Setup."  That's kitting out materials (paper, ink, packaging, etc), programming the print layouts and the cutting machine dielines.  

Once employees are back in the factories, we'll be ready to go.   

Goldilocks Zones
about 7 years ago – Fri, Sep 08, 2017 at 01:30:54 AM

tl;dr:  We have a much better product, but getting it that way took one step too many.  There's an outside shot we'll make September, and some backers may receive product this month, but most probably will not.

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There's news on the game, but first best wishes to everyone affected by Harvey and due to be impacted by Irma.  Hope everyone is able to stay safe.  As those in the path of the storm look to rebuild, I know updating shipping info on a card game Kickstarter isn't high on the priority list.  If your pledge is lost or you don't receive delivery due to an address change, we will do everything we can to make it right.  Please don't hesitate to reach out if you find yourself in need of assistance.

Otherwise, this is a good news, bad news sort of post.  The good news is that our adventure cards have been redone and, as you can see below, they are much more readable.  It's regrettable that the art had to be suppressed so severely, but clarity for play was more important.

Adventure Card samples
Adventure Card samples

We had some sample decks on hand at a local gaming convention over Labor Day weekend, and the adventure cards were clearly readable in live play.  I don't have pictures of those because I handed them off to our Lead Developer, Ian Lee, to take to Gamehole con in Wisconsin this November.

Unfortunately, the factory was not able to get it right the first time.  Due to a communication issue, they worked on the wrong files.  By the time the situation was sorted out, we'd lost our chance to print.  We had to decide either to go with the older, less clear files, or to wait and see how the samples turned out.  

Making our deadline is a major priority for us, but we think long term everyone would be happier with a better product than an extra couple of weeks. 

Right now we're in talks with the factory to figure out our next queue slot.  Our job is not too large relative to their capacity, so the factory can manufacture all our cards in a day or two.  The question is when they can fit us into their production schedule.  We had intended to go to print already, but the adventure cards weren't sorted in time.  Having missed the first date, we're working with the factory to sort out a new timeline.

Nobody is more disappointed by the prospect of a delay than we are.  At every stage, we do what we can to expedite the process, but we're also committed to delivering a quality product.  

By way of closing, I wanted to share the sample inserts that are included in every ship deck.  Together, the Quick Play and Card Anatomy guides provide bare-bones instructions on how to play Traveller.  They are not meant as a replacement for the formal rule book or card guide, but do provide enough information to play the game out of the box.

The formal rulebook and card guide book are included in the starter set and the collector's edition, as well as being freely available online, when our site is live.

https://travellerccg.com/Quick-Play.pdf

https://travellerccg.com/Card-Anatomy.pdf

More Samples
over 7 years ago – Tue, Aug 08, 2017 at 10:52:43 PM

Not a big update this time around, but we received sample playmats.  These were actually made with a slightly older file bearing a typo, which has since been corrected.

The playmat is the colored portion only.  The sort of beigish area is just the color of the carpet around the mat when the photos were taken.

 

 

 

Sampling Error
over 7 years ago – Wed, Aug 02, 2017 at 11:21:41 PM

tl;dr:  We received product samples.  Most are acceptable, but the Adventure Cards aren't.  We have enough give in our schedule for one round of revisions, but if the next set isn't right, we're going to be delayed.

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We just received a sample of various products from our manufacturers.  On the whole, we're satisfied with what they've produced, but there are some issues with Adventure Cards.  We had hoped we'd be able to greenlight for production, but we'll have to do a round of revisions and do another set of samples.  

Below are some sample cards.

These are quick scans, and for some reason the scanner makes them look dusty and wavey (which isn't true), so they're not as sharp as in real life, but as I hold the sample cards and flip through the decks, the art is crisp, the print clear, and the icons easily readable.

 

sample crew
sample crew

 

sample gear
sample gear

 

sample event
sample event

Unfortunately, not everything turned out great.  The Adventure Cards are not as clear as we want them to be.

sample adventure card
sample adventure card

 

It turns out, we didn't apply a strong enough suppressive shade to the artwork, so that the type and icons would be very clear.  On the screen you may not be able to see the shade, but we actually suppress the background art by 50%.  But clearly that isn't good enough.

This wasn't the factory's fault -- the design was ours.  It looked fine on the screen and in our graphics programs, but when made into cards, it just wasn't what we wanted.

We're already working on a new solution.  The most obvious fix, simply making the shade we apply over the artwork stronger isn't really desirable.  It'll lead to bleached out images that don't look good and could be a strain on the eyes.  What looks more likely is a color theme or sepia tone, and our graphic artist has already sketched out some concepts.

We'll have another round of samples printed and see how they go.  We of course had hoped we'd get it right immediately, but this is why we print samples first.

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Now, just to be clear, our original timeline did not assume we'd get everything right on the first try.  We had built in a single round of revisions.  But if we don't get it right on this next go, there will be a delay in production.

Obviously we're doing whatever we can to avoid that.  We won't let perfect be the enemy of good.  It's impossible to please everyone, and a better solution in time is definitely better than the best solution late.

As thing stand now, if we get the issue pegged down on the next round, we'll have production in mid-August, freight to distribution centers mid-August to mid-September, and then shipment to individual backers in late September.

If the next round of samples are not good enough, we will let you know.  We're confident we're on the right track.