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Heiki Strike Alternative by Japanime Games Japanime Games
Heiki Strike Alternative is a tactical card game for 2 players. Create your own force of Heiki and confront your opponent. Will you be aggressive and try to seize the Battlegrounds first, or play defensively and drain your opponent's resources?

Project story

Players
2
Play time
30 min
Age
15 +
Genre
card game
strategy
Welcome to Heiki Strike Alternative - the first joint project between Japanime Games and Kamikaze Games, as well as our first GameFound campaign!

Heiki are mysterious beings that suddenly appeared all over the world - they appear to be the spirits of weapons that have taken on a human form; weapons with power beyond human strength. Weapons are made by humans, and used by humans, but weapons can only be confronted by other weapons ... For some reason, the Heiki follow orders from humans. Yet, one day, some of them triggered a series of military operations.

"Head to the same battlegrounds, once again!"

Heiki Strike Alternative is a tactical card game for 2 players. Players will become a commander, building a squad of Heiki to confront the opponent. Take the offense and be the first to occupy three battlegrounds, or play defensively and drain the opponent's resources to secure your victory.
 
Heiki Strike features more than 80 unique pieces of original art, including the Heiki and the Battlegrounds!

Battleground and Superiority cards are oversized to create a large playing field for the forces to overrun! Each copy of Heiki Strike comes with the cards necessary to play a 2-player game, but play can be upgraded by grabbing the Battlefield playmat, which has enough room for all the cards.

Backers will be able to choose betwen English or French - both versions will be available! Check out a draft copy of the rules in English by clicking the graphic below:
Setup for Heiki Strike is pretty straightforward. Commanders sit across from one another, with the play field between them. Two Battleground cards are chosen randomly and placed in the center of the play field, with Air Superiority on one side and Sea Superiority on the other, turned sideways to indicate that no one currently has control of them. The remaining Battleground cards are put aside but close at hand, they'll show up soon! Each commander takes three Action Point (AP) cards and one Tech Point (TP) card and places them on their side of the play field, along with their 'Base'.

A 'Base' is created with 40 cards (no more, no fewer!) of either Axis powers or Allies. For beginning games, we recommend that both sides are used - one Axis Base, one Ally Base. All cards must be from the same faction. Commanders shuffle, and draw five cards for a starting hand (hand size is 5 unless modified). Axis takes the first move, and the battle begins!

After doing any Start Phase actions, readying any spent cards and checking for any Battleground captures, the active commander will draw a card (two if they have Sea Superiority), and move into the Main Phase. During the Main Phase, the commander can do as many actions, in any order, that they can afford, with the exception of Research, which can only be done once per turn:
  • Deploy - Pay the cost on the face of the Heiki card (AP and TP), and send them to the Front! Land Heiki can only go to Battlegrounds, Air and Sea Heiki can only go to their respective areas of superiority. Any Deploy Actions are resolved.
  • Supply - Pay 1 AP to draw one card from the Base.
  • Order - Some Heiki have Order Abilities that can be activated. Some have costs to pay, so be sure there's resources available!
  • Research - One per turn, the commander can discard the top two cards of the Base to gain one TP, which is lost at the end of the turn if not used.
Once the active commander has completed any Actions desired, they must discard down to the hand size of five (nine if they have Air Superiority). Unused AP and TP are lost, and the opposing commander's turn begins.

Each Battleground has two possible costs - four Land Heiki can capture any Battleground where they are deployed. The other option is different for each Battleground and can be a combination of Land, Sea and/or Air Heiki. The first commander to capture three Battlegrounds wins. BUT! War is never easy - and seldom short. If at any time, a commander needs to draw a card from their Base but cannot, they shuffle and draw - cause your opponent to do this three times, and win the attrition game!

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Stretch Goal Map

About Us

Japanime Games is dedicated to bringing you the finest games from  Japan and beyond! It's our goal to import and translate the best games from Asia to bring those great games to a  wider  audience. Our games feature some of the finest art that can be found along with engaging gameplay and quality components. We are committed to  great customer service and have hundreds of thousands of happy  customers. For more information about Japanime Games, see www.japanimegames.com.

Risks and challenges

Japanime Games is dedicated to improving our process with every project. We know that our fans expect regular updates and on-time delivery. We have been taking steps internally to reduce or eliminate delays on fulfillment for future projects in several ways:

  1. Setting more realistic fulfillment deadlines.
  2. Dedicating more time to internal reviews of our products, such as team playtesting and meetings dedicated to reviewing rulebooks, components, etc.
  3. Working directly with developers to ensure that our translations and edits correctly transpose mechanics. This has helped us find errors that set us back in the manufacturing process on previous projects.
  4. For international fulfillment, we have learned a great deal from our previous campaigns, and have altered our shipping plans from our manufacturers to help mitigate the delays our international backers have seen.

RELEASE SCHEDULE

As always, we strive to make sure that our Kickstarter backers are the first to receive their copies of games, as we appreciate your support so much! However, due to the logistics scheduling of manufacturers, fulfillment centers and conventions, you may see copies available at a show before you've received your copy. Rest assured, if this happens, we are doing everything in our power to make sure your copy is on its way to you as well. Plus - do you really want to find MORE room in your luggage, or just let us ship to you direct? ;)

UPDATE FREQUENCY

We have made it our goal to post updates at least once every month post-campaign. There are challenges that sometimes prevent us from meeting this goal, but we are doing our best to let our backers know that production is still moving forward. We will have plenty of exciting updates to share with you post-campaign.

SHIPPING LIMITATIONS

We strive to keep our shipping costs as low as possible so we can pass the savings on to you. This usually means using UPS. If you ask us to ship to a post office box, which UPS cannot do, we will need to quote your shipping differently, so please get in touch with us, or you may be responsible for extra costs to get your parcel to you.

Thank you for your support!

Refunds and cancellation

PRIOR TO THE CLOSE OF THE POST-CAMPAIGN
If we have not yet announced that items are ready and shipping to fulfillment centers, we're glad to process your cancellation and refund, minus processing fees. Please email info@japanimegames.com with your backer information and we'll be glad to help you out.

AFTER THE CLOSE OF THE POST-CAMPAIGN
Once stock is on the way to fulfillment centers, refunds will only be processed in the case of missing items. We will have a contact form available to report any issues with receiving your pledge!