An innovative worker-placement game, for 2-5 players, of dwarven commerce and factory production.
Harvest resources; efficiently deploy your team; crank up the steam; craft inventions, fill contracts, maneuver your commissars to keep the workforce optimized – all in service of the smooth running of the factory… and all beneath the imposing shadow of government bureaucracy.
Factory 42 is a relentless world of quotas and craftsmanship, set in the land of Zanziar.
Factory 42 combines worker placement, negotiation, and resource management elements in a coherent, tightly woven game set in the world of Zanziar. Two to five players compete as Dwarven factory foremen guiding their workers through the manufacturing process, earning rewards from the fulfillment of government orders. Bureaucracy hinders the process, affects the supply to the common resource pools, and can punish foremen for failing to fulfill orders. The factory production line has quotas to be met, rivals to undercut, tools to improve, and shady deals to be made.
Life is tough for a Dwarf on the production line, especially for the team leaders.
For the Greater Good Edition brings all the components and content of the first edition, with improvements in symbols, slightly brighter colors and all unlocked Stretch Goals. We DO offer an upgrade kit from 1st edition to FGGE. All stretch goals will apply to any and all language editions, as stretch goals might unlock more languages.
Factory 42- FGGE will also have a German Edition, including all stretch goals unlocked during this campaign.
We aim to ensure that all components will fit in the box without having to be completely dismantled to reduce setup time.
( - / - unlocked)
How does it play?
Factory 42 is a Euro-style board game for 2-5 players. The game tells the story of the workweek of Marxistic dwarves in a steampunk industrial setting, placing the player in the role of factory overseers. It combines worker placement and a cube tower to create a resource management puzzle. Factory 42 is a cutthroat competitive game with elements of cooperation. It involves Economics, Fantasy, Industry, Negotiation and more or less honest deals. There is a pinch of satire, but not enough to make it a humorous game. It satisfyingly blends conflicting tensions: camaraderie forged in shared goals, and the opportunistic trampling of temporary competition. A tight game of glancing blows and communal glory creating a wicked blend of sharp elbows and shared ambition. Visually, Factory 42 takes its influence from 1920’s Soviet Union propaganda, fantasy literature and elements of pre-WWI Prussian decor.
The general process control at Factory 42 is as follows:
Receive work orders/requisitions from the government
Receive some of the requisitioned resources (as determined by the cube tower)
Have you ever wondered where weapons, armour and the more mundane commodities come from? In the realm of Zanziar they come from a factory. Factory 42 to be precise. In this competitive game with negotiation and cooperative elements, two to five players take on the role of rival Dwarven Team leaders, or foremen if you prefer, in the manufacturing facility. Dwarven life can be harsh on the production line, so workers must be managed as government production goals are met, rivals are undercut and tools and storage facilities are improved upon.
Industrial Revolution: Steam power features heavily in a steampunk-esque environment. Resources, tools, workers and determination all come together during manufacturing as commodities are produced to fulfill government orders and private Elven commissions.
Bureaucratic Pen Pushers: Bureaucracy features heavily in factory 42. The government has certain requirements for each round of gameplay. Required items are shown on Order cards which also detail government resource contributions and the three levels of manufacturing quality. The higher the quality of production, the greater the resource requirements, but equally the greater the reward. Failure to fulfill the government orders comes with a penalty for all players not contributing.
Loading: Players can tactically direct their workers to the loading bays where resources are loaded onto lines of rail transport. The order of this can be extremely vital to success. Misjudging (or cunningly foreseeing the future) may lead a player to have to load a cart for a rival rather than for themself. Alliances may be made during this process, just as enemies can be made of rivals, depending on the choices made when loading.
Shipping and Storage: Once loaded, each rail cart proceeds to the shipping location awaiting direction. Workers have the option of forwarding the loaded carts to player docks. Once more, the order of placement is paramount as carts are only shipped in order. A cart might not contain useful resources and so could be sent to a rival, taking up valuable storage space, or maybe it will benefit a rival in an attempt to build a verbally agreed alliance. Often a cart has been loaded with a wide variety of resources and only part of this precious load is of use. Limited storage space in player’s personal docks and warehouses dictates the shipping decision-making process as much as a rival’s needs.
Manufacture and Accounting: The government dictates what should...no, what must be manufactured during a game round. The government orders must be completed or otherwise some or all players will suffer sanctions. A degree of cooperation is needed here for the greater good of Dwarven society, but on an individual level, completion of a government order leads to rewards and ultimately progression along the path to victory.
Features of Factory 42
Capricious Bureaucracy: Resources made available to all players, making up a common pool, are delivered via the Bureaucracy Tower; a mechanic that can deliver or withhold resources in a random manner. This replicates the notion that “the powers that be” redirect funds/resources by tying them up in red tape, trapping resources that would otherwise normally be available for the general populace. What goes into the tower does not always come out, or may have been held up during some unknown bureaucratic process, to later materialize when least expected.
Requisition: Tactical decisions start with the acquisition of resources vital to the production process. The order of worker meeples on the requisition line dictates the volume of resources acquired for the common pool (available to all) and the number that can be obtained and stored in a player’s personal warehouse. Choices made here can benefit a player’s future actions but may also unwittingly aid a rival, making each choice so very important.
Loading: Players can tactically direct their workers to the loading bays where resources are loaded onto lines of rail transport. Order here can be extremely vital to one’s success. Misjudging the order (or cunningly foreseeing the future) may lead a player to have to load a cart for a rival rather than for one’s self. Alliances may be made during this process, just as enemies can be made of rivals, depending on choices made when loading.
Shipping and Storage: Once loaded, each rail cart proceeds to the shipping location awaiting direction. Workers have the option of forwarding the loaded carts to player’s docks. Once more order of placement is paramount as carts are only shipped in order. A cart may not contain useful resources and so could be sent to a rival, taking up valuable storage space, or maybe it will benefit a rival in an attempt to build a verbally agreed alliance. Often a cart has been loaded with a wide variety of resources and only part of this precious load is of use. Limited storage space in player’s personal docks and warehouses dictates the shipping decision-making process as much as a rival’s needs.
Trade and Research: Commodities may be traded on an ever-changing market, often enabling an unnecessary resource to be exchanged at a price, for something of more use. Research is equally important, allowing players to expand storage facilities, improve material handling in the manufacturing process or even learn how to use Invention cards to add special actions/abilities during play
Manufacture and Accounting: The government dictates what should...no, what must be manufactured during a game round. The government orders must be completed or many, sometimes all players suffer sanctions. A degree of cooperation is needed here for the greater good of Dwarven society, but on an individual level, completion of a government order leads to reward and ultimately progression on the path to victory
As we are all living in the midst of the uncertainty of COVID, which has caused quite a lot of havoc to international shipping and logistics, we will collect all shipping costs through the pledge manager once the actual costs are fully known. However, you may include the shipping amount or the estimate below in your pledge, as it helps to unlock coveted stretch goals faster.
Tracking is an additional €3, except in the USA where it is automatically applied.
The costs indicated above are our current best estimates. We aim to keep shipping costs to a minimum for you and the cost you pay is actually what we pay for it. Shipping is not and has never been, intended to be part of our profit.
We have existing shipping centers in Germany and the USA and these two will most likely be serving the whole world, but the exact shipping plan will need to be determined when we see what is actually possible. At the end of the day, we are realists, and we want to be as honest with you as possible to avoid disappointment. The world is changing rapidly and if previous crowdfunding campaigns have taught us anything, it is that shipping costs have become one of the harder aspects to accurately predict due to changing situations in the global world. Bear with us, we will do our best to provide Factory 42 for you in a timely fashion with minimal shipping costs.
Risks and challenges
While nothing in life is without risk, this is neither our first game nor our first crowdfunding campaign, albeit it is our second using Gamefound as a platform. As we have managed with more archaic platforms, we are confident in our ability to make a good job of it with the new and shiny Gamefound, too. We have managed to keep to our production estimates reasonably well despite major changes in the business environment, such as the US-China trade war, COVID-19 outbreak and other such world-changing events. We’ve been here before with many different products, we know what can be achieved and we are prepared for most hiccups in the process. We are committed to making sure that all of our backers receive their copies before the game reaches retail stores, and October 2022 is our aim as the final deadline for availability. We know that this is of utmost importance to our backers and we’d rather deliver early than late! Our team has earned a good reputation for being responsive and we plan to keep that reputation intact. We are also aiming for total transparency during the production process. We intend to provide regular updates throughout the production process on tasks as they progress, including any delays or roadblocks that might come up.
Refunds and cancellation
If you need us, please contact us via our general service email (info (at symbol) ddpgames.com) or using Discord.
By pledging to this campaign you agree to the following terms and conditions:
If for any reason, you find that after the projects funding period has ended, you need to cancel, we will work with you to best make that happen. Email our CS for help (info (at symbol) ddpgames.com). If you cancel within 30 days of the end of the project, we are able to do a complete refund via the payments system (including fees!) After 30 days for an additional month, we are able to do a 90% refund (less funding and CC processing fees) via PayPal. For a refund request after 60 days, we ask you to email us at info (at) ddpgames.com and we will try to work with you for a partial refund if possible. Refunds after 90 Days are not possible as funds will be used to start printing at this point.
If for any reason you feel you have a missing item or damaged item, please email us again at info (at) ddpgames.com with photos of the damage, your backer number, backer name, and complete address and we will work to replace the missing or damaged items ASAP. Kindly, do not post in the comments, or other forums as we may miss them or be delayed in replying. We will have to remind you that missing items or damages are to be checked within 90 days from the time your pledge has been shipped from the fulfillment center.