29 May 2018

Interview about Anno Domini 1666 with Konrad Sosinski

Anno Domini 1666 is an upcoming board game / skirmish game by the Polish game company Wargamer.pl. I had the pleasure to make an interview with the company manager Konrad Sosinski about their new project and the ongoing Kickstarter campaign for their game Anno Domini 1666.

You may reach the ongoing campaign HERE or by following the banner at the very bottom of this interview where crucial information will be displayed.

"In Anno Domini 1666 players control competing bands - featuring the protagonists of Sienkiewicz’s Trilogy and the musketeers from the novels of Alexander Dumas. Consisting of between 5 and 12 models each, these bands try to achieve objectives presented to them by one of many scenarios. These objectives include overcoming the enemy in combat, recovering a letter, escorting a hostage, or a chase. Unlike other games, relying on brute force may not be enough to achieve victory. Often, the imposing might of Longinus Podbipięta or D’Artagnan’s unrivaled fencing skills may prove less effective than Zagłoba’s quick wits and silver tongue. Depending on the chosen scenario and the number of characters involved, the game may take from 30 to 120 minutes."

Background of the game

Many gamers who are aware of your company know about your miniature wargame "By Fire & Sword", a 15mm wargame set during the 17th century where central and eastern European
nations fight each other during the wars following the Thirty Year War. That's a game that sparked the interest of many people for the very overlooked setting as most games set during

that time period are based either around the English Civil War or Thirty Year War. Many players may have been unfamiliar with the stuff of the Cossack uprisings, the Swedish deluge of the Polish-Lithuanian Commonwealth and the many wars with the Muscovite and Ottoman rulers.

By Fire & Sword has been slowly expanded over the last couple of years, established in Poland and internationally, with a couple of rulebook expansions and a vastly increased range of miniatures. So when I was in Poland last year I was surprised to see your new game Anno Domini 1666. A game set during the same time period, but it was a board game, with cards that replaced the dice and miniatures no longer 15mm but in 28mm.

Anatoli's Game Room: How did you guys come up with the idea for Anno Domini 1666?
Wargamer.pl: The 17th century is by far our favorite historical period. We are
historical reenactors, we practice historical fencing, we love the novels set in this period,
and with all modesty we can say we know quite a lot about it. We already have a
historical large-scale wargame, so where do we go from there? How about we make a
game smaller in scope, that focuses on singular characters, rather than huge armies. The
realism wasn’t our main focus (although the amount of historical detail in the design is
mind-boggling). Instead, we tried to imagine the world like the 17th century
contemporaries imagined it.
Anatoli's Game Room: How long have you guys been working on the game prior to the beta
version release last year?
Wargamer.pl: The game has been in development for two years before the beta was
released. The rules underwent three re-writes from the ground up, we designed and
sculpted dozens of miniatures, drew several maps, designed almost a dozen scenarios
(with more in the works)... these things take time....
Anatoli's Game Room: The two main factions, the Musketeers and the Defenders of the
Crown (and the Cossack faction that has yet to be revealed) are based on popular novels.
How did you come up with the idea of merging these novels in your game?
Wargamer.pl: The Trilogy by Sienkiewicz was the obvious source material for the Polish
faction. But we didn’t want the game to be focused just on Poland, so we needed a
cultural touchstone for the Western audiences, and we didn’t have to dig deep - the
Three Musketeers are as well known here as anywhere else. If you think about it, these
novels have a lot in common. They are rooted in history, but also fictional. They have
colorful and varied ensembles of protagonists. We didn’t even have to fudge the
timelines too much to make them meet. (Actually, Dumas had to make his musketeers
older than their historical counterparts to have them encounter a younger Richelieu.
Anno Domini 1666’s musketeers have their dates of birth closer to the originals.)
Anatoli's Game Room: With two such iconic core factions (French and the Commonwealth)
filled with lovable characters it can be difficult to reach the same level for the remaining
factions. How did you plan for the Ottomans and Broken Cross factions? And what were your
inspirations for those factions?
Wargamer.pl: The Ottoman Empire was a superpower in that time, so it was easy to include
them in a game about political intrigue. They also provide more variety than another Western
European faction. Most of their characters are quite simply the product of our imagination,
but sometimes people see references we haven’t even noticed ourselves. Case in point: Hatmi,
the hulking giant, who is also an intelligent poet. When our friend Karl heard about him he
asked: “So, he’s like Biggie Smalls?”
The Broken Cross? Every game needs bad guys. A satanic sect is as bad as they get. Their
leader is loosely based on a minor historical figure, and another character resembles one of
our reenactor friends (he loved it when he found out).
Anatoli's Game Room: Not revealing the names or whether all will make it into this
campaign of future expansions, how many factions do you have planned for the game?

Wargamer.pl: We have a lot of ideas for at least one more unannounced faction within
the confines of the base game, then the backers gave us at least one more great idea, and
then we’d love to make a large expansion that would take the game to a different
geographical location, but it’s much too early to promise anything.
Anatoli's Game Room: Were you inspired by other games during the creation of Anno
Domini 1666? The card mechanic that you guys use for combat feels a bit like Malifaux, in
how the suit of the card matters as much as the value, and I like how both players have their
own decks.

Wargamer.pl: Of course we’ve heard of Malifaux, but we’re not familiar with their
mechanics. The cardplay of Anno Domini 1666 is our head designer Rafał Szwelicki’s
own idea.
Anatoli's Game Room: When visiting Poland last year you guys mentioned that the game
would be playable as both a regular skirmish wargame as well as the presented board game
version. Could you tell us which idea came first?

Wargamer.pl: We have always been wargamers at heart, so the original idea was to play
the game as a miniatures skirmish game. The transition to board game came later.
Anatoli's Game Room: What made you begin Anno Domini 1666 with the board game

Wargamer.pl: First of all there is one thing we would like to clear up: our sights are now set
on delivering a full blown, ready to play out of the box board game, so calling it a “variant”
doesn’t really do it justice. If anything, the wargame rules could be considered a variant.
But why the change? We think that the game’s theme - swashbuckling, musketeers,
supernatural elements - has a broader appeal than Swedish reiter formations and double
envelopments of “By Fire and Sword”, and board games have a broader appeal than
miniatures games. As a miniatures ruleset with the smaller customer base “Anno Domini
1666” would be considerably smaller in scope. As a board game we can shoot for tons of
plastic miniatures, custom cards, multiple boards, and other goodies that just wouldn’t be
feasible otherwise.

Manufacturing, plastics, components

Anatoli's Game Room: The thing that I find exciting is that you as a relatively small
company took the step towards releasing your upcoming game and the range of miniatures in
plastic. We have only seen a couple of comparison pictures so far but the plastic quality looks
extremely impressive in terms of how crisp the castings are. Could you tell us more about the
plastic used for this game and how you ended up using this over other available options?

Wargamer.pl: When we decided to move the game to the board game market, we also
had to meet this new market’s expectations. A board gamer would have a hard time
buying a box full of unassembled metal pieces or dusty, fragile resin bits. It just
wouldn’t work in a board game. We are absolutely thrilled with how good our plastic
looks. We show the samples to people at events and even seasoned wargamers are
happy with the quality. We have it manufactured by a company that supplies miniatures
for the absolute top board game companies out there, so we are confident the quality
will be maintained in mass production.
Anatoli's Game Room: Plastics as we know shrink a little when it cools during the
manufacturing process, how does the miniatures in metal compare to the plastics in terms of
size? Can you tell them apart when painted?

Wargamer.pl: When comparing the plastic samples to the metal ones we couldn’t really
tell the difference in height. We are very happy with their quality.
Anatoli's Game Room: Will the plastic miniatures come assembled from multiple parts or
are they cast as single piece models?

Wargamer.pl: The miniatures come assembled and ready to play straight out of the box.
Most of them are in fact cast in multiple parts due to technical reasons, but the customer
should not have to worry about this.
Anatoli's Game Room: Tell us about the boards, the two main boards of the game are
60x60cm. How thick are the boards and what is the size of the grid?

Wargamer.pl: The prototype copies we received from the printer are somewhat thicker
than expected, but then that’s what prototypes are for. We plan to print the boards on
2-3 mm thick cardboard, the industry standard most commonly seen in modern board
games. The grid is 30 mm.
Anatoli's Game Room: Will we see more big board's during the campaign, or additional
smaller boards? And if so, could you hint at the setting/locale of those boards?

We have one double sided smaller board (30x30 cm, so a quarter of the
large ones) already unlocked as a stretch goal. We have several ideas for new maps, but
we’re not ready to announce anything yet. In any case, for now we’re staying in or near
Anatoli's Game Room: Do you think that we will see options where combining two large
boards or smaller boards with large boards will be possible or required? I'm personally
thinking about that palace garden, it begs for an adjacent interior location and a scenario
where you have to bypass guards and break into the palace to steal or place some
incriminating evidence!

Wargamer.pl: We have already shown how the new cave map can be used together with
the gallows map, so this is an idea we’d definitely like to explore. The palace and its
interior is another great idea. Then we could make the cellars that go under one of the
city maps…
Anatoli's Game Room: Many iconic scenes in the Sienkiewicz trilogy occur in taverns
where the heroes have drunken brawls, will be see a tavern location during this campaign?

Wargamer.pl: Actually, the large building with the fireplace on the port map is a tavern.
It is featured prominently in several scenarios. Characters often find themselves
jumping on the tables or climbing through windows, which provides a lot of
swashbuckling flavor.
Anatoli's Game Room: The cards for this game also look great, and I mean both the playing
cards as well as the character and equipment cards. I bet many players are very interested in
the quality and material of the cards - as well as the size of the cards if they are like me and
use sleeves for pretty much all games! Can you tell us more details about the cards? And will
players be able to buy extra decks of playing cards outside of the core box offer during the
campaign - and later when the game hits the stores?

Wargamer.pl: The large cards are in the standard collectible format, and the smaller
ones are in the “mini American” format, so you should be able to find the sleeves easily.
We are exploring several options for the card material, so I don’t want to make any
promises yet, but we want the game to have high production values and we will not cut
corners. There is more than one “right” way to do it. Do we want linen finish? Do we
want stiffer cards that are sturdy, but harder to shuffle? Glossy or matte? All of these
have pros and cons we need to consider carefully. The prototype cards some people may
have seen at the demos look nice, but are not necessarily what we want for the finished
Anatoli's Game Room: Where will the components for the game be manufactured?

Wargamer.pl: The plastic miniatures will be manufactured in China by a reputable
supplier who made miniatures for the best board game publishers out there. The metal
miniatures will be manufactured in Poland by our reliable supplier who cast the “By
Fire and Sword” miniatures. The printed material will also be made in Poland by a
well-known manufacturer.

Factions, boxed sets, standalone add-ons and characters

Anatoli's Game Room: During the ongoing Kickstarter campaign people have asked what
exactly the faction boxes contain apart from the 7 miniatures. I read somewhere that all the
cards for the characters in the box, as well as other characters for that said faction, will be
sold in that core faction box? Also, can you tell us how many cards we can expect in the
faction boxes as well as in the add-ons?

Wargamer.pl: All add-ons include all the cards you need to play with the characters in
the add-on. The large 7-miniature faction add ons do not include the cards for the
characters from the smaller 2-miniature character packs. The exact number of cards
may vary, because the characters may have different number of items in their
equipment or have some other special rules that require more components.
Anatoli's Game Room: Will players be able to get the rules and playing cards for the add-on
characters and standalone characters separately with those miniatures when the game hits
the stores?

Wargamer.pl: Anno Domini 1666 is a board game that follows the “base set +
expansions” model, rather than the wargame “just buy an army” model. Technically
you could buy a faction add on and play with a friend who has the base game, but you
would probably still want to use the Local and Mercenary characters from the core set,
you still need the maps, counters, etc.
Anatoli's Game Room: Early during the campaign you told the backers that miniatures from
the Polish and French core game will not be available in plastic as standalone options.
However, recently you have put the Dragoons and Musketeers as separate options to be
purchased. Does this mean that we will be able to obtain the Defenders of the Crown and the
Musketeers as faction boxes stand alone from the core game as well?

Wargamer.pl: The assumption is that you need the base game to play. As such, you may
want the extra Dragoons or generic Musketeers for a larger scenario, but you will never
need an extra Porthos. So no, we do not plan to sell the core factions separately.
Anatoli's Game Room: With the amount of miniature add-ons available, many backers that
are more interested in the board game aspect of Anno Domini 1666 rather than the
wargaming or collectors aspect have shown concern about how much is actually needed to
play the game? Can you explain how far the faction builds from the core game will suffice,
can you get enough variety and options from the core game itself - or would you recommend
players to buy add-ons for the factions of their choice to get the most out of the game?

Wargamer.pl: We think the base game has plenty replayability in the box. There are 4
maps (each of two maps has two sides). We have 9 scenarios in the playbook you can
download now with more to come. Kickstarter copies come with 10 extra free miniatures
and another small map thanks to stretch goals, and hopefully there will be more. The
add ons come in very specific flavors - some people are very excited about the Broken
Cross or the werewolf, but not everyone. So you probably should get the add ons if you
like their concept, but if you don’t, you will still get plenty of stuff.
Anatoli's Game Room: The game also comes with two modes, one focusing on scenarios and
preset character choices, while the other option is a more free-play skirmish variant. How big
is the difference between these two modes in terms of how many miniatures are necessary for
a good/recommended experience?

Wargamer.pl: The crowdfunding copies with all the stretch goals (10 free miniatures
unlocked so far, halfway through the campaign) are more than enough for some
interesting band building decisions. If you get the vanilla retail copy, then you would still
be able to field the maximum allowed number of 12 miniatures per side, but admittedly
getting some mercenaries would spice things up.
Anatoli's Game Room: Returning for a moment to By Fire & Sword, in that game the
various types of muskets and weapons along with varied skill and training of the troops from
different nations really gave the factions a flavor and set them apart tactically. Will we see a
similar level of tactical difference between the Janissary, Dragoon, Musketeer and Knechts?

Wargamer.pl: Yes, we have similar differences between nationalities. The Dragoons are
a bit stronger and have the Quick Reloading skill, the Musketeers are better trained in
marksmanship, and the Knechts use crossbows instead of firearms which changes the
game in a fundamental way - many scenarios end sooner when characters make a lot of
noise, so a crossbow faction will make the game longer.
Anatoli's Game Room: Will the characters and commoners play differently in the board
game version compared to the hinted at skirmish wargame version of Anno Domini 1666?
Or will we be using the core gameplay and stats from the board game combined with free
movement and rules to handle 3D terrain?

Wargamer.pl: The core mechanics will stay the same. We are happy with the game’s
design, and will try to keep the skirmish game as similar to the board game as possible.
Anatoli's Game Room: There are clearly two camps of gamers backing Anno Domini 1666,
the historical crowd and the players who like to mix the supernatural stuff with the historical
setting. Is it possible to play the game of Anno Domini 1666 without any of the supernatural
elements without impairing the gameplay? And on the opposite end of the spectrum, how
much supernatural stuff can a faction field, will there be limits? A thought I had was
something along the lines of how armies were built in Warhammer Fantasy Battles, where
you were required to have 1HQ, X-number of troops and then you would be allowed a limited
number of specialists and rare units.

Wargamer.pl: Please keep in mind this is a board game. Complex army building systems
aren’t what the players expect. You have to be able to build your list on the fly, not be
required to brood over a roster sheet for days. More to the point, you can play the game
without the supernatural elements. The base game doesn’t contain any of them, and the
stretch goals only have very few. You can simply not buy the supernatural add ons. But
once you have them in your game, if you drafted the Mercenary werewolf, or the wizard
is your faction character, you can use them to your heart’s content.
Anatoli's Game Room: How big of a role will the "commoners of Vienna" and the additional
mercenary characters play in the game compared to the factions. And how many non-faction
characters will you be able to include in your warband?

Wargamer.pl: The general band construction rules allow for up to half commoners and
heroes can be replaced with out-of-faction characters. We think the Mercenaries are a
very cool feature of the game. We had a lot of fun designing them and love reading the
backers’ reactions. They all have very distinct rules and are useful in different
situations. The Vienna locals, on the other hand, are perhaps not as powerful, but still
some have unique abilities and are nice to flesh out a band.

Gameplay, board game crowd and the wargamers

Anatoli's Game Room: We have seen some videos of the gameplay, more examples of
situations etc would of course be welcome. Can you tell us how far the rules have come in
terms of being complete? Is there still time for tweaking rules, adding new ideas and allowing
feedback to make changes? And if so, how can backers share their concerns, ideas and
improvements of the rules with you in the best way?

Wargamer.pl: The crowdfunding campaign has exposed the game to more people than
we could normally reach, so obviously we receive more feedback and try to account for
it. For example, it was the backers who pushed us over the fence to go ahead with the
popular one vs many Archenemy mode, which was heavily discussed within the team. At
the same time we’re not trying to satisfy everyone, because this could make the game
lose its focus. As the old saying in game design goes: “Listen to your players when they
tell you what the problem is, but don’t listen to their solution.”
Anatoli's Game Room: So far the campaign on Kickstarter focused a lot on the miniatures
and the game, despite being presented as a board game, has a bit of a hard time convincing
backers who may be board gamers at heart. I also think that the campaign presented so far is
a bit difficult to understand for potential backers as they don't know much about the game and
much focused on factions they know equally little about. What can we expect in terms of
coverage to make the game more understandable to board gamers and those backing the
game for the game play first and miniatures second?

Wargamer.pl: We published the game rules simultaneously with launching the
campaign, and the playbook soon after. We get a lot of coverage from Polish board game
outlets which admittedly does not have international reach. Most importantly we are
still expecting two previews by two very well known board game outlets to raise
awareness among board gamers.
Anatoli's Game Room: Those who back the game, hoping to get a skirmish game out of it.
Will we see the skirmish rules revealed during the campaign - or prior to delivery of the
Kickstarter. Or will it be released later?

Wargamer.pl: We hope to be able to publish them after the end of the campaign, but
before shipping the finished product. We are still not sure about the format, perhaps it
will be a PDF explaining the differences from the board rules.
Anatoli's Game Room:
Can you explain the faction building in Anno Domini 1666, and how
you assemble your warband for both variants of the board game? How will it differ in the
skirmish variant of the game? Will there be points, character slots and limitations?
I'm thinking about Star Wars X-Wing the miniatures game and how the point system and
character levels allow you to equip your characters with various weapons and upgrades. Will
we see something similar in Anno Domini 1666? Will the Polish hero Skrzetuski be able to
arm himself with only a saber and drop the hussar armor for a sneaky infiltration through
enemy lines like in the movie where he has to sneak past the Tartars besieging the Polish

Wargamer.pl: The band building rules are available for everyone to read in the
published playbook, so I won’t delve into details. It is definitely not as involved as
dedicated miniature games. The players must be able to come up with a band in
minutes, during the setup of the game. You can customize characters to a degree with
extra equipment cards, but they are small buffs rather than reworks so no, Skrzetuski
will not become a stealthy assassin.
Anatoli's Game Room: How much of a chance would the common grunts like Musketeers,
Dragoons and Janissary characters have when facing named characters in combat?

Wargamer.pl: A Hero with the relevant Weapon Skill of 3 has about 70% of winning a
round of combat against a Commoner with the skill of 1. Of course then come the special
skills, parrying, reinforcing the test, supporting characters, and other factors.
Anatoli's Game Room: How about ranged combat, can players expect firefights between two
sides or are ranged weapons a secondary option with close combat being used to resolve most

Wargamer.pl: Firearms take a very long time to reload, so there is rarely time for
extended firefights. They can, however, be very powerful once they hit. It often boils
down to taking the shot while you can and while your gun is still reloaded, but then you
need to think if you’d rather stay back and reload, or join the melee.
Anatoli's Game Room: How many scenarios can we expect in the base game, not counting
the unlocked Arch Enemy 3-4 player mode?

Wargamer.pl: Our heads are bursting with ideas, but the exact number will depend on
how many stretch goals we manage to unlock, so no promises.
Anatoli's Game Room: Tell us about the 4 core maps that are included in the base game.
What do they depict, why did you choose them and what can we expect from each one in terms
of gameplay, replay value and tactical difference?

The first two maps we did were the two city maps: the port and the night
map. They are very dense, with the port being more chaotic. You really need to think
about ordering your characters when going down an alley. A good fighter can block off
a large section of the map.

The gallows is a striking feature of the third map. In the 17th century gallows were actually large stone constructions allowing for hanging a lot of people at once. That’s a
much more efficient approach than disposable wooden gallows known seen in Western
movies! The map itself has some long firing lines along the roads, but the forest part is
surprisingly crowded.

The palace gardens work on several levels - high agility characters can zoom through
the maze, while shooty characters play hide and seek with the lines of sight being
interrupted by terrain features.
Anatoli's Game Room: When designing the rules for this game, was there something that
you really wanted to include in terms of rules representing specific situations - and was there
something that you really wanted to avoid?

Wargamer.pl: We are happy with how the close combat rules work. There is
considerable randomness, just like we wanted, but you can save a strong card for a
clutch duel. Then comes reinforcing the tests with cards from your hand - this is a nice
way for low-value cards to be useful. Some players think it’s too random, but we will
just need to agree to differ - the one thing we wanted to avoid is the game being too
predictable (“I have such and such modifiers so I win no matter what”).

We think we struck a good balance between the game being thinky and exciting at the
same time. The thinky-ness comes from positioning your characters and their zones of
control, managing lines of sight, hand management, while tests and combat remain tense
and unpredictable.

Why Kickstarter, and why should I back the game?

Anatoli's Game Room: So what is the reason to run a Kickstarter campaign, and how much
does it mean for the present and the future of Anno Domini 1666?

Wargamer.pl: We have used Kickstarter for several projects now, so of course we think
it is a valuable tool for both gauging the interest for the product and gathering funds for
the game (these plastic molds don’t come cheap). Crowdfunding has changed the board
game industry and quite possibly we wouldn’t be able to publish Anno Domini 1666
without it, at least at this scale and quality.
Anatoli's Game Room: It has been mentioned on the front page but many backers may still
overlook the fact that you run two simultaneous funding campaigns, one on Kickstarter and
one on the Polish site Wspieram.to. What is the reason for splitting the campaign in two? And
what pro's and con's do you think that approach has for your fundraising?

Wargamer.pl: We don’t like to think of it as “splitting”. The better word would be
“expanding”. The pledges are pooled together for unlocking stretch goals, all the pledge
levels are the same, so we definitely do not “split” our backers on different platforms.
Anno Domini 1666 is a very Polish project, so we wanted to make it as easy as possible
for Polish backers to support us. We are very happy with the decision. It is a lot of extra
work, but the Polish backers have surprised us with their generous support.
Anatoli's Game Room: If someone is still on the fence whether or not to get involved in Anno
Domini 1666 and backing the Kicsktarter, what would you tell that person to sell the game?
What is the unique selling point of Anno Domini 1666?

Wargamer.pl: Quite simply, there is no other game like Anno Domini 1666. It has a very
strong theme that is surprisingly rare in board games. It has extremely high quality
miniatures, most of which come in unique sculpts - that’s another thing you don’t see
often. Most board games have few unique sculpts even if they have a lot of miniatures.
Our game mechanics have a solid wargaming foundation, but the cardplay is unique.
You get a lot of stuff in the box, especially with the stretch goals.
Anatoli's Game Room: What will the availability of the game be after the campaign, can
players expect to find all Kickstarter items in the stores all at once? Will the faction boxes and
stand alone upgrade kits be available in plastic or metal, or both, in the future?

Wargamer.pl: It’s probably safe to say we won’t be able to put the entire range on the
shelves at once, but it’s too early to say anything for sure.
Metal miniatures will be available in limited stock at Wargamer stores (including our
online store and through our USA based branch), but most likely not in general retail.
Anatoli's Game Room: When can we expect the Kickstarter to be delivered, and how long
thereafter will the game be available in general retail?

Wargamer.pl: We plan to send the games in April 2019. Retail copies will be shipped
after the backer copies, not the other way round.
Anatoli's Game Room: Finally is there anything else you would like to tell the readers and
your backers that we have not already covered in this interview?

Wargamer.pl: We still have a lot of ideas to implement and miniatures ready to show.
Even though we are happy with how the campaign is going, and especially how fast it got
funded, we still need your support for the stretch goals. Please consider backing our
project if you haven’t already.

A few quick and short questions to the members of Anno Domini 1666 crew
Q: Which faction of Anno Domini 1666 is your favorite?
The Ottomans.

Q: Which is your favorite Anno Domini 1666 miniature?
The Succubus - you will find out why soon.

Q: What is the last board game played, not counting Anno Domini 1666?
Forbidden Stars, Mage Wars, Rising Sun

Q: What other miniature wargames do you guys play?
By Fire and Sword, Necromunda, Warzone

Big thanks for taking the time and doing the interview!

The campaign ends on June 11th 

Base Game pledge

Anno Domini 1666, plastic version + all stretch goals 89$
Anno Domini 1666, metal version + all stretch goals 149$

"All in" pledge
Anno Domini 1666, plastic version + all stretch goals + all add-ons 260$
Anno Domini 1666, metal version + all stretch goals + all add-on 410$

Social goals and facebook
The Kickstarter campaign also has social goals, such as the Facebook related one where the historical character (later Polish king) Jan III Sobieski can be unlocked. Check out the Facebook page of Wargamer.pl to follow the game.


Link to the campaign - click the banner below


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