Village Pillage: Big Box + Dark Arts & Crafts Expansion
Magic makes its way to Village Pillage in the fourth and final expansion to the critically acclaimed game!
of 20,000 USD Goal
Backers
Thank you all for an amazing campaign. If you just missed us, be sure to check out the late pledge link on this kickstarter as we will keep things rolling a little longer for folks that didn't hit the button in time.
We had such a fun time running this campaign and are super happy with how much got unlocked, how big we made this thing, and how you all helped make this the BIGGEST HIGHEST MOST-FUNDED VILLAGE PILLAGE CAMPAIGN OF ALL TIME.
Check out everything we unlocked below and all the cool content in the pledges.
We look forward to getting this game and all the content out to you as soon as possible
(Tons of details on all these unlocks lower on the page, Art coming post-campaign)
Village Pillage is a fun, fast game of turnip-stealing, risk, and betrayal! In the game, you're racing your neighbors to acquire 3 relics and prove your right to rule. Each turn, everybody simultaneously plays cards against both their neighbors. It's rock-paper-scissors meets the prisoner's dilemma...with turnips!
If you think your opponents are planning to farm, raid them! If they're planning an attack, man the walls! And if they're putting up defenses: it's farming time.
Buy more powerful cards to improve your hand, and start building up your turnip collection! Once you have enough, you need to send your vulnerable merchant to buy a relic. And your neighbors know that. But you know they know that. But they KNOW you know they know that...
The new cards for this campaign... some are in Dark Arts everything is in the big box... combine these WITH all the stretch goals and thats a ton of content...
That's not all, though! Village Pillage now has so much content that your boxes are bursting at the seams. We've heard your requests for a Big Box to hold all your Village Pillage goodies and we are happy to deliver that to you in this campaign. The Village Pillage Big Box will not only hold everything Village Pillage (including all cards with sleeves), but it also comes with three exclusive mini-expansions of its own!
Dark Arts & Crafts
The final expansion adds a new card type: Spells!
When you play your Mage, if you can’t buy a relic, cast a spell instead. Each spell is unique, with game-changing effects never before seen in Village Pillage, like allowing you to store any number of turnips, stealing from players across the table, letting you switch the cards you play next turn, and turning villagers from your hand into turnips!
At $20,000 we funded! Dark Arts & Crafts and the Village Pillage Big Box shall exist for all to play! At $25,000 we unlocked a set of unique Dark Arts & Crafts relic tokens! Once we got to $30,000 we added a new custom wooden meeple with a Harvest Festival card to the Festivals expansion. We hit $35,000 and added the 3 new Dark Arts & Crafts cardboard relics to the WOOD relic pack as well. When we crossed $40,000 we added a new festival called Tournament that also include TWO new custom wooden meeples in every big box. When we crossed over $45,000 we added the unique Robbin Hood relics to every wooden relic pack. At $50,000 we added another new festival called the Bandit's Ball which comes with yet another new custom wood meeple (revealed in the update). At $55,000 we jacked up ALL the custom festival wood tokens by 50% in size. When we got to $60,000 we added a whole new festival called Marroween that makes spells cheaper and farmers more pumpkin-powerful! At $65,000 we added even more wooden relics to the wood relic pack (enough full wood sets for 8 players or more in one pack... bringing it up to 32 wooden relics in total). At $70,000 the custom festival wood tokens increased in size again, DOUBLE their original size! At $75,000, we unlocked yet another Festival token! The exhausting Jamboree, which makes both cards played there sit out a turn. When we reached $80,000.... all those 32 round disc relics in the wood relic pack got designed and will be cut into really cool custom wood RELIC shapes. Lots of chunky little wood bits to represent the relics in shape and style. This one adds a little work for us. WE DID IT... the last formal stretch... we shall call it the Ludicrously Big Hat... this GIANT wood thing is going to be 150 millimeters tall... that is basically 6 full inches of chunky wood on the table... I have never had a wood bit that big on the table for NO REASON other than to say we did it... it's insanely big enough that everyone will know who is wearing the VERY BIG LUDICROUSLY BIG HAT and getting to cast their spells first for that round !!!
EVERY $2,000 ADDED A NEW CARD... WE FILLED THE TOWN
The FIRST CARD unlocked at $30,000. then every $2,000 we add another one (we have dozens of card concepts we can try to get built in). This is ON TOP of the normal stretch goals above... BONUS STRETCH GOALS !!!
TURNIP TOWN IS FULL... but scroll down to see what kind of "Feelings" are now in play
$30k - TURNIP TOWN #1 : THE ARTIFICER... A brand new farmer for the dark arts expansion... but this farmer has a penchant for spell casting WITHOUT pumpkins, they baffle the rest of the villagers by using turnips to power up their magic which is unheard of. Lets unlock some original art for the Artificer and get the card added to every pack! (Joel used this character to fire off so many spells the other players had to band together and collectively shut him down, ultimately stealing all his turnips before he could consume them firing off more spells)
$32k - TURNIP TOWN #2 : THE FIREWALL... this new wall is very deadly for any of those advanced raiders. If you recruit the Firewall and time it out perfectly to play against any raider that is NOT the starting (egg) cards (Raider or Warlock)... BOOM, that raider bursts into flames and is out of the game. Well played firewall... well played. If you are attacking the player with the firewall... ya better plan to use your "starter" raider or every attempt to pillage is risking that raiders long term residency in the village!
$34k - TURNIP TOWN #3 : THE SUMMONER. When this magic wielding character is put up against a farmer or a merchant... consume that magical pumpkin to steal some turnips and magically replicate em for an EXTRA 4 from thin air. BUT if you dont hold on to that pumpkin by the time the summoner gets to go... they will just be sitting there on the sidelines as they need one in hand to do anything!
$36k - TURNIP TOWN #4 : THE TURNIPMANCER is a risky new merchant class character. If you have built a village bursting full of pumpkins instead of turnips (and you were able to hold on to them for a round or two)... this crazy villager will head into the market and buy a relic using JUST PUMPKINS at an amazing 1-for-3 rate. Who knew the pumpkin-to-turnip exchange rate was so lucrative? (Unfortunately pumpkins don't slice up very well... so there is no change if you have to overspend). OH... and did I forget to explain. If ya meant to go to the market but couldn't hold on to enough pumpkins to actually buy that relic by shopping time... ummmm, yeah... the neighboring village just goes right ahead and steals one of the remaining chunks of orange gold ya might have had. Oops that was bad timing.
$38k - TURNIP TOWN #5 : THE GOURDMOTHER brings her farming prowess to the village fields. She not only produces her own turnips... but if you happen to have some pumpkins on hand, she can consume one of them by sprinkling the magic pumpkin dust over her crops and doubling up that production... two times the turnips for one little pumpkin. Thats a Gourdmother if I ever saw one. Let's get her moved in to Turnip Town right away.
$40k - TURNIP TOWN #6 : PUMPLESTILTSKIN produces a ton of sweet homegrown turnips when not threatened, but when a raider shows up against them with some horrible timing, thats the end of Pumplestiltskin... as they are sacrificed and vanish into the pillaged beyond forever, at least you'll get to harvest a final pumpkin from their leftovers to get something for all that burial trouble.
$42k - TURNIP TOWN #7 : THE SHAPESHIFTER can be brutal when played against a farmer or a merchant. If you get your match up right... you can put the Shapeshifter into the market and have a visible raider sitting in the market join your active hand as if it had been played right from your village... same goes for any raider you already had in your hand. When you just are not sure what is going to show up head to head...the Shapeshifter can let you make that last minute morph to fit the situation.
$44k - TURNIP TOWN #8 : THE WRAITH is ready to go head-to-head with any farmer or merchant. If paired up correctly this wraith is great at turnip and pumpkin snatching AND can immediately cast a spell if up against a merchant (or mage). So long as this raider meets up with a farmer or merchant, there is no stopping em.
$46k - TURNIP TOWN #9 : THE PUMPKING is a merchant class character that works like a farmer if you have been hoarding pumpkins along the way... Can you hold on to all your pumpkins during the earlier phases of the round and then use the Pumpking to push your turnip count over the top... right when you need it to buy that big expensive relics. But remember... you must have the MOST pumpkins by the time the Pumpking takes his turn or you'll be stuck just buying a relic with the turnips you have on hand... which may not be enough if you were counting on the purple surplus bump!
$48k - TURNIP TOWN #10 : THE ILLUSIONIST is another merchant class mage that does some funky bait-and-switch turnip tossing magic that gets ya a relic... and some turnips in your pocket... BUT beware, if he can't perform his illusions, he may just take off on ya. How's he do it? When he buys a relic, if he has a few magical pumpkins on hand, he can turn em in to keep half the turnips used to buy the relic. BUT be aware, if it comes to his turn and he cannot buy a relic, he magically swaps places with any card in the market... which means he's now a freelance illusionist until someone picks him up again.
$50k - TURNIP TOWN #11 : THE SEER will always try to buy a relic, but when they can't... the frustration works them up into a frenzy and they just start shredding the available spells trying to find one that will make them feel just a little bit better about their turnip-based failure. When the seer doesn't get the relic they desired, they discard and replace any TWO of the spells from the public spell book market and replace them with new ones, THEN they get to cast a spell of their choice from those now face up.
$52k - TURNIP TOWN #12 : GORGON is a tough raider that will rob the farmers of a half-dozen turnips OR if you get lucky to play them against a mage/merchant... snag some of those valuable pumpkins right before they can use them to cast more powerful spells. Gorgon is one that your neighbors will definitely want to be sure to wall-up against.
$54k - TURNIP TOWN #13 : PIXIES have the magical ability to take one lonely pumpkin and shred it into 8 full size turnips... but only if not under the threat of a raider... when they do get matched up against a raider, they grab 3 little turnips and run... leaving that pumpkin they wanted to convert all alone for the raider to snag. Play these pixies when you have a pumpkin on hand and a feeling you will have a raider free match up.
$56k - TURNIP TOWN #14 : THE GARGOYLE seems like a pretty basic farmer, gaining you a nice handful of basic turnips... but if you can get em' paired up against a wall thats when his true stone glory comes out and he is able to snag ya one little turnip but also materializes 3 giant magical pumpkins to really supercharge your spell casting ingredients.
$58k - TURNIP TOWN #15 : THE GNOMES are really just our operational logistics coordinator Will (see the team section for idea of what a Gnome looks like in real life) as the art on this one will reflect his hearty gnome-ness he sees in the mirror everyday. But really the power of the Gnomes comes from being pitted up against another farmer class character, when you read your opponent right and gnome-match em... you get 2 free pumpkins and they go ahead and copy whatever that neighboring farmer was producing. So how can you convince your opponent now is the time to play one of those big super-producer farmers you know they have held up in their hand. Whats good for them is even better for you... if you time it right.
$60k - TURNIP TOWN #16 : THE HARPY loves to steal turnips... a whole bunch whenever a weak little farmer or merchant class character wanders by. But the Harpy is an angry little villager... if they can't grab some delicious turnips from that passerby... they go ahead and grab pumpkins to fill their veggie hunger. It's best to have enough turnips on hand if you encounter this pillager without a wall.
$62k - TURNIP TOWN #17 : THE VAMPIRE doesn't care for that yucky red blood in the villagers... they want some sweet purple turnip juice and with their wonderful magical touch when they face off against a farmer or a merchant class villager they just go right ahead and convert all of that opponents pumpkins into juicy juicy turnips... and then help themselves to 5 of them for their trouble. Don't have a hoard of pumpkins on hand when the vampire flys in from your opponent's village.
$64k - TURNIP TOWN #18 : THE GENIE is a little lighter than air in that they kinda float around the board stealing turnips for whomever their master is on that round... but once they grant you that turnip wish to fill your coffers with a half dozen of the purple beauties... they head over to that victim and get ready to come take all those turnips right back (unless you immediately think your opponent is going to try that and you wall-up the next round on that side). The genie doesn't last long in any one hand unless they can't manage to grant the turnip wish for their master.
$66k - TURNIP TOWN #19 : NECROPOLIS is one unforgiving wall. So if they get put up against a raider class character... steal a few turnips and exhaust (remember that means the exhausted card has to sit out next round and is in limbo) that raider. BUT if you see a few exhausted folks (non-starter cards of course) out there now... just waiting around for next turn to go back to their owners hand... well now is when Necropolis comes into action, if you play them against a non-raider that turn... you get your pick of any of the currently exhausted cards plus ya grab a turnip and bank 2 just for the trouble of reviving those characters in limbo.
$68k - TURNIP TOWN #20 : GOURDHOUSE is a sort of "this turn only" bank for your normally unbankable pumpkins. When this wall is in play... so long as it doesn't end up against a farmer... your pumpkins are completely safe from thieving, raiding, pillaging neighbors. But if you totally miscalculated that coming attack.... well this gourdhouse just sits there empty and worthless. Play it as a safety net when you really need to protect those pumpkins for this rounds spell casting.
$70k - TURNIP TOWN #21 : WALL-O-THE-WISP is a fading wall, it can be really lucrative when played at the right time... but it sort of fades into the air upon a successful turnip snatch. It can be a great pumpkin generator over and over if paired up against another wall. But the real power comes out when it triggers against a raider or merchant and floats away in the wind.
$72k - TURNIP TOWN #21 : ENCHANTER is just a regular old merchant... or wait, what if they show up at the market a little short on turnips but with a pocket full of pumpkins... well that will work. Go ahead and you MUST dump those 3 pumpkins to turn them is for the equivalent of 7... SEVEN turnips as a discount and then see if they can buy that relic. Come on... who doesn't have enough turnip pocket change to make this character work. Excellent combo merchant when you have a solid pumpkin engine in your village.
The Cultists
When playing with the CULTISTS expansion, each player is dealt one cultist at random at the start of the game to give them a 5th starting hand hard. Cultists have their own suit and some like to find other cultists in any village, some want to meet them face-to-face, others want less cultists in play at the same time as themselves. Each cultist does something unique and when they don't meet the cultist condition they are simply their normal backup suit (farmer, raider, etc). Cultists that do not get dealt out at the start of the game are added to the market and can be acquired like a normal villager later on.
$74k - TURNIP TOWN #22 : THE CULTIST OF THE HARVEST is the first new wandering cultist to stumble into the village is a farming cultist who is all about the harvest. This turnip loving horticulturist will grow ya 3 turnips of your choosing if paired up against any regular villager... BUT put em up against your neighbors cultist at the same time and that is a DOUBLE yield to delicious goodness.
$76k - TURNIP TOWN #23 : THE CULTIST OF THE EGG just sits there doing nothing but acting as a wall to the neighbor... UNLESS that neighbor decided to play one of their crazy cultists... if you can read your opponent and match up the timing, you get to immediately replace it with any starter card in your hand AND immediately play it... that means you may have a mage or merchant heading to the market when everyone else is resolving their walls. Its super powerful... if it gets to block that neighbors invading cultist... otherwise, better luck next turn.
$78k - TURNIP TOWN #24 : THE CULTIST OF THE FLAME just wants to steal all those merchant and farmer turnips. So if you are going up against this monster of a cultist... be sure you never play your own cultist... if you just throw out a raider or wall everything is fine. BUT.... you decide to play your cultist at that same time... oh no, literally every card played on the table this round is exhausted and can't play in the next hand... that can surely mess up some carefully laid plans.
Feelings Expansion Stretches
Everyone knows that a village is only as good as how the mayor runs it... but what happens when each new game of pillaging has the mayor in a different mood? Does he wake up paranoid today? or maybe she is going out pillaging in a humble mood? This expansion deals each player a unique feeling for the mayors behaviors that day... and by feeling... we mean asymmetric variable rule breaking power, bonus, or skill that is in play for that mayor (you) for the entire game. So let's have our wonderful graphic team pull together some more potential mayoral "FEELINGS" to add on to this expansion.
$79.5k - We dug up the feeling of... AMBITIOUS is a feeling of really getting something done for your village. You are pumped up and know that you can really knock it out of the park... so every relic costs you the same low low price... of course your ambition also means you gotta get one extra relic for doing them so affordably.
$80.5k - We dug up the feeling of... GUARDED is all about hoarding those turnips in yout bank... every turn, stash a few away for a safe rainy day. And ya know what... have ya already banked the ones ya had or filled up your bank... go ahead and grab yourself a little "turnip interest" from your bank account and snag a free turnip at the end of the round.
$81.5k - We dug up the feeling of... POISED is all about the prepared mayor. You want to be ready to strike right out of the gate in this pillaging session. So go ahead and start with 4 turnips prepped and saved in your bank and draw a couple random villager cards from the market... will you start with an extra raider and your first turn can do double the damage? Or maybe one will be an extra farmer and you will be producing super fast. Pillaging favors the poised mayor!
$82.5k - We dug up the feeling of... WISE is knowing when to hold em and when to grow em. Start a turnip savings account that lets you fill up your bank... then simply unbank them and grab a nice turnip dividend for your investment. If you wake up feeling WISE and then buy the right villagers in the market to compliment your desire to bank and build... woooo-eeee that can be a deadly combo for the win.
$83.5k - We dug up the feeling of... SOCIABLE is having some friendly moments of "keeping up with the neighbors". Why bother working for your turnips today... if ya just chit chat up your neighboring villages, when they go ahead and buy their relics, you get to reap a little of the surplus turnips they won't even miss once turned into the supply. Gain and bank that change every time a neighbor buys a relic... it's all about who ya know right?
$84.5k - We dug up the feeling of... VICIOUS means that sometimes ya just have to be extra mean. If you wake up vicious whenever you successfully complete a turnip steal from an opponent... go ahead and take one more just for good measure.
$85.5k - We dug up the feeling of... ENERGIZED is all about not letting anything go to waste. When you use your mage to cast spells with pumpkin costs... go ahead and watch each pumpkin spent change into a turnip you get to keep... right before your eyes. (Only compatible when playing games with the Dark Arts expansion included)
$86.5k - We dug up the feeling of... ATTUNED is all about keeping an eye on your opponents magic casting. They cast a spell... you get a turnip. They cast a spell. You get a turnip. It seems like a mayor that is attuned to the their neighbors spell casting just may be able to make some serious income from it. (Only compatible when playing games with the Dark Arts expansion included)
FREEBIE BONUS UNLOCK - GREEDY which is another Dark Arts only feeling that makes sure when you are owed something... you get something, did you try to raid the pumpkins but found they had already been spent... ya know what, take an equal number of turnips instead. Trying to grab some turnips but found their supply empty... those magical pumpkins in the same quantity will do just fine. JUST HAND OVER YOUR STUFF... NOW, please.
NEW SPELL ADDED EVERY $2,000 REACHED
The Spellbook is our collection of unlocked new spells that will be added to the dark arts and crafts expansion. We will be adding new spells every $2,000 from $51,000 onward. The spell book compliments all the new villagers coming in from turnip town by alternating unlocks back and forth. (We can't have spells being discovered the same day a new resident villager moves in... it just puts so much stress on the townsfolk)
The design of the spell cards are a rough draft, everything you see is Peter's own version of the cards. They will all get the love of our graphic design and art team to pretty them up before we formally commit to the design of course!
$50k - SPELLBOOK DISCOVERED WITH ONE SPELL IN IT : DIMENSIONAL CELLAR can bank 3, or 30 (or 300) turnips if you have 'em! Just dump that big ol' stack of turnips right on your bank card regardless of how many slots are free. Now this is the spell to cast when you feel your turnip hoarding homestead needs just a little more bank level security... but cast it quick, because the other mages just might have more turnips they want to protect.
$51k - SPELLBOOK REVEALED... PHASE SHIFT which doesn't kick in until the following turn (whenever you see that star icon... or whatever it ends up as it means you keep it in front of you for next turn). When it does activate, you will treat your turnips AND pumpkins as if they were all in the bank for that round... and since Pumpkins don't normally get banked, this can be a great short-term safe guard for your hoard.
$53k - SPELLBOOK REVEALED... CHARM which is one of the rare spells that any mage can cast... even if all their pumpkins were stolen that round as it has a zero casting cost. When your mage casts CHARM on a villager in play this round, they will head on over to your hand for the rest of the game unless someone else steals them back later. The one catch... the starter (egg) cards for each player are just too loyal to their local village so they can never be charmed away... but if this spell is around when your opponent plays their favorite power card, well... lets just hope you are wearing the very big hat that round and get the first cast!
$55k - SPELLBOOK REVEALED... NAP RAY spell... and just like it sounds, its a true sleep ray beam... it pings every opponent character played this round and exhausts them (which sets them aside for the next round) before they can awaken and return to their villages. This can be a brutal one if played against your opponents at the right time. Let's hope you are wearing the very big hat the round this one ends up in the market.
$57k - SPELLBOOK REVEALED... WILD POLYMORPH which is a bit of a risk since it gets held over for one round and depending on who has the most turnips at the end of the NEXT round gets a relic for achieving that BUT they lose ALL turnips on hand... so ideally you want to have TWO turnips and all your opponents only have ONE at the end of next round and you get to polymorph those two little purple beauties into a whole relic at a super duper discount. So long as your neighbor didn't decide to end up with 3. Push your luck or save up and pay retail price?
$59k - SPELLBOOK REVEALED... SOUP WITCHEN is a nasty spell that works great when your neighbors decided to hold off on casting spells this round... that means plenty of stored up pumpkins for the taking. The only catch, hopefully you didn't need your own pumpkins for next round either because all those collected pumpkins PLUS any you already had left are all turned into turnips to start the new round. That may just what you needed to get that last expensive turnip priced relic though!
$61k - SPELLBOOK REVEALED... CIRCLE OF CHARITY which is really one of those spells you want to cast when you are falling behind on your relic buying progress. Did your neighbor just grab their second relic while you still only have one? Go ahead and cast this spell to grab a turnip pile for falling behind.
$63k - SPELLBOOK REVEALED... VEGEFICATION is all about retiring those unused non-starter villagers that joined you along the way. Did you grab a new resident earlier in the game just because they were attached to an awesome spell? Well now you can go ahead and retire them for a whole bundle of turnips as a sweet pension.
$65k - SPELLBOOK REVEALED... DRAKEY WAKEY is a summoning spell that puts the new DRAGON card into your village. This happens from ANYWHERE... maybe someone already owns the dragon, maybe it was discarded or sacraficed... maybe it's still in the market deck somewhere. When you cast this spell, you lure in the dragon to help your village from wherever it is at that time.
$67k - SPELLBOOK REVEALED... DARK INSURANCE is a lingering spell (you can tell with that star icon) meaning it waits around with you until NEXT turn when it's effect kicks in. So if your neighboring villagers feel like they want to go ahead and snag your turnip pile next turn, they will see you magically will just re-materialize them for yourself. This is a great defensive spell when you have a hoard of turnips and really wanted to avoid playing walls next turn so you could spend em.
$69k - SPELLBOOK REVEALED... MULTICAST packs alot of activity into one little spell. After you spend your pumpkin to cast this spell... go ahead and spend more pumpkins to cast another spell... PLUS... (yes and also) you can buy a relic in this same turn with this same mage. Whaaaaaat.... a spell and a relic in the same turn from one character, talk about wishing for more wishes.
$71k - SPELLBOOK REVEALED... PORTABLE HOLE which is perfect to cast when both your neighbors have safely stashed all their turnips in their nice full banks. You get to go ahead and pop in their vaults, toss all those "secure" turnips into your portable hole and magically have them land in your unbanked stash. How did those get there? A nasty little snatch spell right when they think they are safe.
$73k - SPELLBOOK REVEALED... CONFUSION DANCE is all about mixing up the neighbors. This spell waits to take effect until the next turn... but once cast... AFTER everyone reveals their cards you MAY choose to swap the position of your cards to best suit their pillaging neighbors match ups. Didn't know which side the wall was needed on... who cares, play it on either side and if the wrong person raided ya... just swap em out and move the wall where it was needed... same goes with finding that vulnerable farmer you didnt know which side to raid on. Keep em guessing !
$75k - SPELLBOOK REVEALED... CRUMBLING STEEL is a free spell that has a delayed effect for the next turn... when comparing your played cards against RAIDERS, their weapons crumble and they start digging in the dirt.... hey just like a FARMER would, that's right... you get to treat all those enemy scary raiders as if the owner played a FARMER that round... ouch. The other villages better pay attention when you cast this one or they may send in an unsuspecting raider to get pillaged when they wanted to do the pillaging.
$77k - SPELLBOOK REVEALED... PILLAGE PILLAGE is like raiding on a loop... if the last spell was all about turning lions into pussy cats... this one is a brutal change of circumstances for your neighbors if they dont anticipate its delayed effect. You will resolve your raiders played the next round TWICE... just as if they resolved against the same opponent card over two rounds... but ya do em both right now. SOOOO... you know your neighbors know this too... so they will probably really want to wall up on you, so its actually a perfectly safe time to just use it as a bluff and drop your really safe farmer and mage/merchant out there knowing they are probably gonna both be walled up right?
$79k - SPELLBOOK REVEALED... PASSIVE AGGRESSION is just a little delayed treat if any of your neighbors decide to do anything other than pillage and block next turn. For each farmer class or merchant class they play (cause they needed those pumpkins or purchases)... you grab yourself a free 3 turnips for each one played. I mean... why not encourage them to safely farm... you can then raid them, put out your merchant/mage and claim the win with your bundle of free new turnips.
$81k - SPELLBOOK REVEALED... CHARISMA makes you just the most desirable mayor of any village around... well at least to your immediate neighbors. You will want to be wearing the very big hat the round that this spells comes into play... it has a high 3 pumpkin cost but come on.... you get to woo over TWO new villagers FROM YOUR NEIGHBORS in one shot... i mean talk about pillaging the villagers. This is a nasty nasty one to not be the mage casting it.
$83k - SPELLBOOK REVEALED... CALL OF THE MILD is just a nice friendly rally for farming. You really want to see some purple and orange get growing this round so when you play this you can be sure at least one of every opponents cards is a farmer next round. But be careful... if they decide to farm on their right and you are on the left... ya still could be up for a raid.
$85k - SPELLBOOK REVEALED... PURPLE PLAGUE is all about culling the village as you see fit. When you cast the purple plague you get to infect as many of your non-starter cards in your hand and send them to the graveyard (aka discard) in order to grow 4 turnips each from their plot. Who isn't pulling their weight and is worth more as a pack of turnips.
$87k (close one) - SPELLBOOK REVEALED... HEROIFY is all about doing more with less. After you cast this one, your next turn is super-charged. any number that you see on any of the cards you play get bumped up by a +3... gain 2 of something, nah... i'll take 5. Or steal 4... no thanks, how about I take 7.
BONUS UNLOCK FREEBIE - SPELLBOOK REVEALED... MONSTER MANURE which lets your farmers activate TWICE next turn, do you offer up some fat plump farmers ready to be raided with their double-activation? Or do you let them think you are going to do that so you can catch their raiders in a trap?
BONUS UNLOCK FREEBIE - SPELLBOOK REVEALED... CRUMBLING STONE lets you treat enemy walls as if they were farmers on the next round. This tears down the defenses and can let the raiders walk right in... unless they see it coming and counter your raider with something other than a wall?
BONUS UNLOCK FREEBIE - SPELLBOOK REVEALED... FISCAL NECROMANCY is a nice little stall spell when you see your opponents are close to grabbing that last relic or they just have a huge hoard of turnips you wish to steal instead of let them spend, force all relics to cost 5 more turnips next turn.
BONUS UNLOCK FREEBIE - SPELLBOOK REVEALED... DEMONIC BARGIN the opposite of the last one... but just for you, if you can manage to hold on to just a few turnips, you can discount your relic purchase next turn by 4 turnips, now that is a sweet (or bitter) deal.
BONUS MINI-SPELLBOOK
We have stumbled upon a mini-spellbook that contains some secret incantations we never thought we would find. But it showed up at the very end as a super thank-you freebie for all to have. Take a look below the book at how these bonus spells can really bump up your magic game.
FREE BONUS SPELL - STONE SKIN... next turn all your neighbors have to treat your cards as if they were walls... so you can still raid, farm, or shop... and they just see a big ol' wall
FREE BONUS SPELL - AGGRESSIVE PASSION... gains you 3 turnips for EVERY opponent that plays a wall or a raider on the following turn, seems like it may be best for them to just farm and shop next round.
FREE BONUS SPELL - MAGIC MONKEYS... lets you just go ahead and pluck 3 turnips from each neighbor, just because you can... its a monkey stealing turnips... who is gonna stop em?
FREE BONUS SPELL - PORTAL STORM... lets ya grab 4 turnips from each opponent and toss 5 of them into your bank... safe and sound so they don't just go trying to steal em back next round
FREE BONUS SPELL - AVATAR OF THE UNDERDOG... is all about helping you catch up, sick of all those neighboring villages having more relics than you? Just cast this one and go ahead and grab all their free turnips... cause you deserve your own relic with their turnip piles.
Ultimate Pillager - WINNING VILLAGERS
Each Pillager will get a unique story about them in the new rulebook...
Results of the Farmers Bracket:
https://bit.ly/ultimate-pillager-farmer-showdown
Results of the Walls Bracket:
https://bit.ly/ultimate-villager-wall-showdown
Results of the Raiders Bracket:
https://bit.ly/ultimate-pillager-raider-showdown
Results of the Merchants Bracket:
https://bit.ly/ultimate-villager-merchant-showdown
Previous Expansions
If this is your first Village Pillage campaign, here’s what you’ve missed! All these expansions are included in the Big Box pledge level:
*Shipping estimates do not include optional add-ons
**Greece, Malta, and Cyprus of the EU may experience customs charges
Dark Arts and Crafts
The Fourth and Final Village Pillage Expansion!
Includes:
• Dark Arts and Crafts
• All Relevant Stretch Goals
Estimated Delivery: June 2025
Big Box Upgrade
Village Pillaged before? This is the pledge level for you!
• Dark Arts and Crafts
• Village Pillage Big Box
• Festivals Expansion
• Cultists Expansion
• Feelings Expansion
• All Relevant Stretch Goals
Estimated Delivery: June 2025
Everything New (With Wood)
Village Pillaged before? This is the pledge level for you!
Everything in the Big Box Upgrade, plus the new wood bits for our returning backers:
• Dark Arts and Crafts
• Village Pillage Big Box
• Festivals Expansion
• Cultists Expansion
• Feelings Expansion
• Wooden Pumpkin Pack
• Wooden Relic Pack (32 Relic Tokens)
• All Relevant Stretch Goals
Estimated Delivery: June 2025
Big Box
First time running a village? This has all the Village Pillage content and expansions!
• Dark Arts and Crafts
• Village Pillage Big Box
• Festivals Expansion
• Cultists Expansion
• Feelings Expansion
• Robbin' Hood Expansion
• Surf and Turf Expansions
• All Previous Promo Packs
• All Relevant Stretch Goals
• +1 Extra Player Pack (6 player mode)
Estimated Delivery: June 2025
Villagest Pillagest
EVERYTHING VILLAGE PILLAGE EVER MADE! -- Includes all wooden upgrades!
• Dark Arts and Crafts
• Village Pillage Big Box
• Festivals Expansion
• Cultists Expansion
• Feelings Expansion
• Robbin' Hood Expansion
• Surf and Turf Expansions
• Wooden Turnip Pack
• Wooden Pumpkin Pack
• Wooden Relic Pack (32 Relic Tokens)
• All Previous Promo Packs
• All Relevant Stretch Goals
• +1 Extra Player Pack (for 6 player mode)
Estimated Delivery: June 2025
Retailer Level
Pledge Level for Retailers.
Verification required.
Includes:
5x Big Box Pledge Levels
Estimated Delivery: June 2025
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