Update: Beyond the Rift: A Perdition's Mouth Card Game has launched on Kickstarter and the campaign will run for 15 days. You may pledge for a copy of the game, or combine it with other previously released games by Dragon Dawn Productions.
Our preview post below was published on July 15.
Beyond the Rift: A Perdition's Mouth Card Game is a 1-4 player cooperative hand management game set in the universe of the Perdition's Mouth board game. You are playing as a group of heroes called upon to deal with the Orcs that have been harassing a village. It will launch on Kickstarter on July 19.
The game consists of a series of campaigns, each comprised of 3-5 scenarios. Each hero comes with their own special abilities, a deck of action cards, and a hero board on which you will be tracking their action points. At the start of each round, you will move the Threat token one space forward on its own track. You also set up the enemies you will have to face in your current scenario, with each of them showing different stats on their cards. Some scenarios include a deck of terrain cards that you have to go through in order to win. To engage an enemy, a hero has to spend the amount of points shown on the enemy card, and draw the enemy in front of them.
On a hero's turn, you will draw 7 cards (number of cards will differ depending on how many heroes you are playing with) from the hero deck. The cards have a range value at the top, a symbol that signifies whether they are for attack, defense or magic, and some of them feature a top and a bottom ability either of which you may choose to activate. To play a card, you pay the action points it requires and execute its action.
When enemies attack or defend, they draw a card from the Response deck that modifies their base stats, and, depending on the enemy type, they may wound you or make you draw a fatigue card that clogs your deck.
When a hero takes damage, you add a wound card to their deck, and if your hand ever only consists of wound cards, you lose the game. When an enemy takes damage, you draw a wound card and stack it underneath the enemy card thus modifying its stats. At the end of a hero's turn, you reset their action points and redraw 7 cards to start a new turn. If you happen to have cards left in your hand from the previous turn, you still draw 7 new ones and can choose which ones to keep.
If you choose to play double-handed, you can have the heroes assist each other by boosting their attacks or defenses, as long as they are within range. Over the course of the campaign, heroes can level up and acquire better cards in their deck, although they are bound to gain wound and fatigue cards too. As the Threat level advances, enemies and terrain cards multiply, making the game harder. You win if you manage to complete the scenario objectives.