Towers of the Sun is an abstract strategy game in which two to four players take on the role of mystical clans each coming from their own unique and beautiful regions. They’ve lived in peace and harmony until a dangerous and mysterious mist begins to gradually cover their world, blocking out the sunlight. The clans must now compete to collect the remaining sunlight, and build majestic towers to escape the mist and reach towards the sun.
During the game players will build and navigate a changing, three-dimensional landscape. The playing field is limited and players will compete for the best positions, occasionally battling it out with their hand cards in a simple, yet mind-boggling duel of simultaneous reveal. As they navigate the board, players will collect sun crystals that other players have dropped. At the end of each round the sun shines upon a different tower presenting the players with additional sun crystals. Before a new round begins, players will score points based on which tower they stand upon and the crystals they’ve collected so far.
The main mechanisms used in the game are its modular board (mutated by the players via tile placement), area control, hand management and deductive logic (for the card battles). Beyond the strategy of building and managing their tower tiles, players must also think ahead and not be too greedy because after the scoring phase of each round the leading player will have to exercise their generosity and care by providing charity to the lowest scoring player. This adds both rubber-banding and interactivity that makes every game tense until the last sun crystal has been claimed.
The game comes to end when all of the sunlight is gone. This happens naturally, with sun crystals being collected each round, but players can also force this to happen early by standing atop a tower of 8 tiles or more and essentially “reaching the sun”.
—description from the publisher
- Base game core development is complete.
- Considered distribution and retail viable.
- Rulebooks are done and factory samples are approved.
- Will have a longer timeline to delivery than Seize the Bean, indicating more careful planning.
- Kickstarter date is overlapping with Spiel.
- Shipping times for press copies are being considered for optimal timing.
- Some optional expansion elements might be red-lit before the campaign.
Mechanics (from transcript analysis)
- Guardian/God Movement — Players move 'Guardians' or 'Gods' around the board to create towers.
- optional expansions — Potential small expansions or base game elements not included for first-time players are optional and must be green-lit before the Kickstarter.
Video topics + discussion points
Quotes (from this video)
- My biggest flaws is having really big ambition and in the tech world in the startup world I'm able to do things and I'm able to follow up with my ambition and it was the first time in making a board game I had honestly no idea what I was in the store for.
- The reason why we're called quality Beast is because I do care a lot about the quality of the game production but also the quality of the mechanics.
- Worth the wait.
- Find out things that are your flaws and I'm not saying autism is a flaw but what it created was often bad communication.
- Have somebody check your language have somebody check your understandability.
- Sometimes it took I mean I've sort of I you know ultimately there's always different expectations for different kickstarters based on X Y or Z but from my perspective like I don't at some point I'm just trying to freeze it right like you do a lot of kickstarters it's like I don't need the next Kickstarter to be bigger than the last.
- The cost of making it the components of getting in then the you know wholesale and all the different you know steps you know people in it and what what how you're selling it all ties in.