Skip to main content

Dark Force Incursion

Dark Force Incursion is a Roll and Write game that is for one person, taking 20 to 40 minutes to play. You will need one of the DFI maps (plenty of which are free to download at the DR Games website), one six sided die and a pencil.

Your land has been invaded by a powerful Dark Force. The speed of the invasion was frightening, and they have taken all the defensive forts in your land. In desperation you have gathered your dwindling army and now must push out to recapture these forts to secure the safety of your people and drive the enemy from the land.

Aim of the Game

The aim of the game is to claim back more than half of the forts on the map. The number will vary based upon the map, but ultimately if the Dark Force defends half or more of the forts on the map you have lost. You can claim a fort hex by placing one of your armies on it, which means drawing an army across it. This must be achieved before the dark force amasses 25 armies. If the dark force raises 25 armies before you reclaim the forts, they have contained your rebellion and the war is lost. 

Dark Force Incursion is now on DriveThruRPG and can be downloaded here. The first two products, the rules and mountain pack are free:

 

 

 

 

 

 

 

 

 

Comments

Popular posts from this blog

Presenting Dark Force Incursion - A FREE Roll and Write One Player Game

It has been on my mind for a while now as the Corona-virus spreads across the world . What can I offer those who are at home and unable to partake in their usual gaming sessions because of isolation. How can a creative mind help alleviate the stress of boredom and worry? I have seen other roll and write games and thought that might be a great way of giving something to the community to these very ends.    Looking at what I have previously worked on under the DR Games and the hex tile has been a feature. I decide that I would try and use this format, combine it with a number mechanism and inject it with a narrative. This became a scenario that fuel the fire of the story...and Dark Force Incursion was born.   " Y o u r l a n d h a s b e e n i n v a d e d b y a p o w e r f u l D a r k F o r c e . T h e s p e e d o f t h e i n v a s i o n w a s f r i g h t e n i n g , a n d t h e y h a v e t a k e n a l l t h e d e f e n s i v e f o r t s i n

Dark Force Incursion Expansions Launched to Quick Success

DFI came about through an unusual set of circumstances at a strange time, that I discuss in a previous post. But it was solid and reliable with a core set of rules and maps and could be download for free from my website. Yet, as if out of control, the game began to take on a life of its own in my mind. I imagined new land features, hex tiles, expansion rules and maps. I think that, for me, any creation is never truly complete, they just keep on growing, expanding, and ultimately opening new gaming choices.   Pretty quickly I set about writing the rules and drawing the land features for the new maps and expansions. It presented as a series of updates with new landscapes that would be interesting to experience in their own hex maps. This presented as four distinct expansions that would work nicely as pledge levels…yes, I began to think Kickstarter. I had established a presence on Board Game Geek and the free core rules were out there for people to play and they had. I was c

Making a Board Game - Part 3: After the Cancellation of the Kickstarter

I this final part of the series I reflect on how the Kickstarter failed to achieve its goal. But I also talk about the physical components of the game and how we were at the mercy of a number of circumstances some self-made others wholly unexpected. We gathered up many quotes for Expansionist. As we developed the game, through play testing. At a basic level we needed hex and triangle tiles and the number changed as we tested length of play and phases of the game. We found that sometimes players’ might not get tiles out until the fourth or fifth turn and so we added an additional foundation tile. We saw that some of the event names may well be too sensitive and so we changed the design. These were things that time helped us realise and it is this that you need with your game. Time. Live with it and ask questions of it. The actual game play can blind you to some of these design elements that could slow a project or put people off. Loads of tiles in the Expansionist design