High Noon

Created by High Noon Game, Inc.

An easy-to-learn, tactical Western shoot 'em up for 2 or more players where no two games are ever the same!

Latest Updates from Our Project:

Our Father, Who Art Unlocked! (And the FREE Add-On!)
about 1 year ago – Tue, Apr 06, 2021 at 01:45:58 AM

We did it!

With your stalwart dedication and some last-minute support from retailers, we breached $120,000 (200% funded) and unlocked Father Franklin!

This also means everyone who pledged at a level with stretch goals will also be getting 9 more Kickstarter Exclusive loot cards AND an additional unlocked add-on free!

Father Franklin is now available in the Add-On store for $25. Of course, anyone who backed All-In is getting him for free 😉

What more needs to be said? Happy Easter, everyone!

A Tale of 2 Preachers (And a Scientist. And a Posse of Blondes)
about 1 year ago – Sun, Apr 04, 2021 at 09:54:48 AM

NOTE: The following images include prototype assets hand-crafted by myself. The tiles are made from printed cardstock spray-glued onto cut-out foam board. The loot crates are folded cardstock I glued together. The playing cards are just printed cardstock I had at the office. They look like crap. But if anything, it just goes to show you the value of this game is and always has been in the gameplay.


Today, in celebration of our Kickstarter closing out, I met with one of my team, Jason (whom I met through the creation of High Noon and am honored to call a friend) at a local game venue called Darby's Dungeon to play a few rounds of High Noon and talk to some of the patrons about the game.

I haven't yet had a chance to play as Father Franklin (believe it or not, I rarely bet a chance to play the posses I create since I'm always trying to defeat them) so I picked the good reverend. Jason opted for Miroslav Zoric, the evil genius that he is. It was an interesting face-off. Essentially one vs one, Mano A Mano. Two men and their toys.

The stage is set!

In the map set-up process, I knew that height would be my only chance at defeating his towers, so I placed a hill just outside my starting location. Jason saw what I'd done and did the same thing. If he took to the high ground, I wouldn't have a chance. Fortunately, mine made for more firing options.

After setting out the loot crates and drawing our cards, we took the field, chasing our loot. I drew a double-barreled pistol. He drew a chest-plate. Great.  With the built-in +1 defense bonus on his loot, the only way I could damage him would be from the high ground, so I immediately charged the hill and took it.

Miroslav ran for another loot crate and drew 3 gold! Drat!

With Miroslav now 3 gold ahead and no shots fired, I knew I couldn't waste any time. So I deployed and played Father Franklin's ultimate card "The Shepherd's Prayer," adding additional damage as I let loose my machine gun! RATATATATATAT! My bullets ripped through his chest-plate before I had to reload. 

Knowing the only way to survive my onslaught would be another chest-plate, the unscathed scientist made a break for another loot crate.

I had a few Steps of the Righteous cards in my hand, which allowed me to move if I was attacked, so I undeployed and closed in on my own crate, if nothing else but to keep him from getting it. Miroslav reacted as I anticipated, dropping several turrets between us.  One of them attacked Miroslav, so I played my "get out of ouchie free" card and moved back up the hill and out of line-of-sight from the other turrets.

I looted the crate and drew a chest-plate, which kept him from drawing it once he reached his own crate. It was now or never, so I deployed again.

By now, I had cycled through my deck, shuffled and redrawn. As the Lord's favor would have it, I'd drawn The Shepherd's Prayer again. That poor, poor scientist man.

Emptying my entire hand of cards into Miroslav, there was simply not enough power in his generator to block all of my attacks and when mouth of the rifle stopped roaring and the smoke lifted from the front of the preachers' glasses, all that remained of the mad scientist was his smoldering, bullet-riddled corpse.

Evil has been vanquished!

Round 2

We had time for another game, so I thought it would be fitting to play as the Bandero Blondes since I just announced their publication on Tabletopia. Jason chose Father Franklin, this time. It was interesting to be playing against the same posse I'd just played as mere moments ago.

Building out the field, Jason - learning from the last game - positioned Maaravi's stage coach and platform near his starting location to get him the high ground straight away. This could be perilous to the Bandero Blondes who are not only not made of hit points but would also have almost no way of countering the preacher once he deployed as his deployed miniature would take up the entire platform. That was his plan, after all. The first few turns would be crucial to the Blondes' victory (if not merely survival).

The loot crates in the Bordello are placed according to their final version starting locations. This was just an older version.

Father Franklin went first, going for a loot crate and drawing a double-barreled pistol. But this put him out in the open for attack.

The Blondes' moved out, Bonnie taking point. Pressing the attack early on, she targeted the preacher's pinebox, putting a few holes in it. One Blonde looted a weapons crate, finding a very useful repeater rifle.

As the turns progressed, Father Franklin rushed as fast as he could for the magician's stage, but this only gave the Banderos time to widdle the pinebox down even more. This was their only chance to withstand the preacher. He couldn't use his machine gun against them if it was destroyed.

Finally reaching the stage, the reverend made his move and deployed. Turning his deadly machine gun on one of the charging Blonde's, his eyes squinted into focus down the iron sites and he squeezed the trigger...

But then he stopped. Just something about this beautiful woman in front of him, perhaps it was her innocence crying out for a savior, or maybe something more sinister, he simply couldn't find it in him to do her any harm. He couldn't hurt a lady.

This brief pause bought Miranda time to jump through the window of the Bordello and take a well-placed headshot on the Preacher, stunning him.

Bonnie used her dual pistols to blast both him and the pinebox and the Blonde with the repeater used two of her rounds to do the machine gun in.

Unable to recover, the Preacher had to watch as the deadly women closed in. The cover of his pinebox did little to protect him from their shotgun blasts and Bonnie's dual pistols. For the first time in his life, the Preacher lost his faith.

Packing up his pinebox, his righteous steps leapt him off the stage to dodge a hail of gun fire as he fled around the coach toward a nearby hill.

Bonnie watched him as her girls flanked him from both sides. It was only a matter of time, now.

Both posses exchanged gun fire as the preacher climbed the hill for an advantageous position while downing his chaplain field kit tonics to heal his wounds.

As the gunfire blazes, the silent sniper, Miranda, creeps around the corner of the coach, along the board walk of the Bordello to line up her target.

Unfortunately, for the good reverend, this plan backfired horrifically as the ground around him proved too unstable to deploy his pinebox. This realization came too late as he murmured "oh no..." looking up to see Miranda had him directly in her sights.

The deadly shot rang straight and true. Father Franklin stumbled back, the chains falling off his shoulders as his pinebox fell behind him. Wet blood began to soak his chest where his heart had burst. He felt the gaping hole and brought his hand away to see it dripping. Blessed as it was, he knew his journey had come to an end. With a soft smile, his legs gave way and he fell back into his open coffin, collapsed on top of his heavy machine gun. The sun warmed his face as his vision faded to black.

At least, I'm pretty sure that's how it happened.

Dang, Miranda. Take it easy!

The takeaway for both Jason and I was how incredibly balanced all of these posses are in their own way. Characters are tough to kill - even when it's inevitable they're going down - and nobody's guaranteed to walk out alive.

This was the first time I'd had a chance to play the Bandero Blondes in a long time. They're not a particularly powerful posse on their own, but when played together as an efficient team and they know what they're up against, they can be especially deadly. 

In the end, that's just it: Each posse requires their own strategy to play as, and that strategy can change drastically depending on who you're playing against.  It all comes down to how you play them. You're going to use a completely different strategy with your posse depending on who your enemy is. 

This is what I mean when I say that every posse you bring to the table adds exponential replay value, because it's not just how they play but who they're playing in opposition to. You'll find there are several ways to play the same posse and that's going to decide whether or not you walk away victorious at the end of the day.

After playing the Bandero Blondes and Father Franklin, I'm once again reminded of the question I get asked all the time: "Which is your favorite posse?" And once again, I find myself with the same answer: I have no idea. I had an absolute blast playing as both and I really want to play them again.

So tonight, that's what I'm going to do. And I want to invite you all to join me.

Starting at 10pm EST, I'll be getting a posse together to play High Noon live with friends and backers of the game just like you. I'd love for you to play a round with me, just to see this Kickstarter off to the great prairie in the sky. If you'd like to play High Noon and try out some of these exciting posses with me, join our Discord Server and I'll meet you there!


What did you think of this update? Who did you think would win in these two face-offs?  Are you ready to play with the creator of High Noon? Leave a comment below and tell us what you think! Have you joined our Facebook Group or Discord server? That's where the party's at! Use the links to come on over!

If you like these updates and want to support our campaign, please consider leaving a comment and sharing this post with your friends, family and network. A little word-of-mouth goes a long way.

The Last Night Is Ladies' Night! (New Posse Update!)
about 1 year ago – Sun, Apr 04, 2021 at 06:47:29 AM

In the last hours of the Kickstarter, it's my great pleasure to finally be able to introduce the hotly anticipated vixens of violence...

On a little patch of bedraggled land in Oklahoma, a young Bonnie Beecher and her mute brother were the unfortunate victims of their alcoholic father and his barbarous abuse. Late one night, in a drunken rage, their father accidentally murdered their mother and Bonnie killed him with a tomahawk and a hammer. With blood on her dress and hands, she took her brother far away from that cursed place to seek refuge, a family and - hopefully - a better life elsewhere. 

Unfortunately, that never came to fruition for the children as they bounced between orphanages and foster homes, each with varying degrees of men who reminded Bonnie of their father. One faintest hint of alcohol or cruelty and the little girl would sweep her brother up into the night to find refuge somewhere else. Eventually, Bonnie resolved to her fate, left her brother at the doors of a church and walked away, into what would be the journey that would transform her life into the infamous outlaw.

What started as petty theft would ultimately lead to something of a righteous mission against all men who would assault and abuse women. A life coated in crime gave perfect opportunity for her to meet eligible, albeit unwilling, candidates to sharpen her deadly efficiency. But when the cause grew greater than her own capabilities, she knew she'd need help and it was obvious where to get it.

In a world of objectified and enslaved women, there were plenty eager and willing to release their own scorn on their violators and, one Sunday, in broad daylight, Bonnie Beecher strode into a busy bordello, shot a whiskey and then eleven men and walked out with a handful of "liberated" ladies who now roam the caravan trails, exacting vengeance and causing havoc on men across Saratoga making a name for themselves as the widow-making "Bandero Blondes."

This posse has a lot of layers I'm really excited about. The characters themselves are some of the most fleshed out in terms of backstory and where they go into the future of the universe. If everything works out and the comic or TV series see the light of day, Bonnie's arc is going to dominate an entire season of it. She's a villain, no doubt about it, but one that is very sympathetic and whom we grow to love, wish the best for, sometimes route for, and cry at her inevitable fall. Bonnie holds a strong place in my heart. She means a lot to me, personally and - while I know a lot of people have been loud about their calls for "representation" - I wasn't going to dilute who Bonnie is just to throw her in as a trope. She and her girls are and deserve so much more more that.

But I digress! Let's get back to the game! How does Bonnie's team play?

Right away, the Bandero Blondes have the widest array of ammunition types in the game. Bonnie's dual pistols fire the traditional pistol rounds, while the sharpshooter Miranda uses the rifle rounds and the Bandero Blondes each have shotguns. 

This variety of short, medium and long range weapons also provides for a host of opportunity in dishing devastation.

All that cover is useless to Kiyiya with the Blonde's shotgun at her hip.
Qaletaqa has finally met his match!

With their own weapons and styles come their own specialties in combat. The Bandero Blondes' close range shotguns often force them closer into danger. Fortunately, they're not without skills they've developed in their past life to "distract" would-be assailants. While Miranda's expertise and patience with a rifle almost guarantee a sure shot every time. Bonnie, herself is proficient in dual-dueling and can pick off multiple targets at a time. She's also the first character in the game to introduce the subtle hints of superpowers and the supernatural with her special "gift" she discovered within herself on that first, fateful night that launched her on this trajectory.

The Bandero Blondes are a colorful posse, full of fun cards that encourage participation at the table. but I'll have to leave it at that and let you discover for yourself how they can bring your next game night to life in a whole new way.

I'm really proud of the Bandero Blondes and the exponential replayability they bring to the High Noon table and I can't wait to get them out to you! As of early this morning, the posse is published on TableTopia and you can try them out for free by joining our Discord Server! Come play with us and try your hand with Bonnie Beecher and the Bandero Blondes!


What did you think of this update? Are you excited about the Bandero Blondes?  Leave a comment below and tell us what you think! Have you joined our Facebook Group or Discord server? That's where the party's at! Use the links to come on over!

If you like these updates and want to support our campaign, please consider leaving a comment and sharing this post with your friends, family and network. A little word-of-mouth goes a long way.

The Future of High Noon (LOTS of Pictures)
about 1 year ago – Wed, Mar 31, 2021 at 11:25:55 PM

I have been working on this update for the past few days, intended to post it yesterday but my current office assistant has been more work than help 😅🙈

Needless to say, I got nothing done today.

There's been quite a few comments and messages coming in about the future of High Noon, specifically from the folks who have backed at the All-In tier but also those at lower tiers hoping the expansions we don't unlock will be available after the Kickstarter. So let me get this out of the way right now...

Yes, we will eventually be making every expansion we don't immediately unlock here.

Yes, you will be able to purchase these expansions at retail.

Yes, if you are in my Ride or Die posse (pledge All-In)...

You will be getting every High Noon expansion we produce for the rest of time.

No matter how many times I say this, it seems the specter of the Kickstarter Modus Operandi still clouds the comprehension of most who come across this campaign.

Who would have thought that an independent creator using Kickstarter to launch not just a one-off product but a long-term brand and product line would be so unconventional and controversial? And here I thought that's precisely what Kickstarter was for. But it turns out "Kickstarter Only" projects are so commonplace that the entire industry has grown beyond accustomed to the idea that it's now written into their DNA and the only real "Kickstarter Exclusive" elephant in the room is the Kickstarter campaign itself.

The irony is not lost on me that the very same people who decry the propensity of Kickstarter exclusives and so-called "manufactured FOMO" will turn around and shun an independent creator - to the point of accusing their campaign of being a scam - solely because their plan is to actually go to retail, beyond Kickstarter and release everything to the public over time. 

This, I believe, is one of the biggest issues our campaign faces because even our most ardent supporters sometimes have a problem remembering that this is about launching not just a game but a brand. That's not a knock on them. They've openly admitted it. It's simply a curse of the status quo. But it is something I aim to change. 

Now, before anyone starts pointing fingers, my personal opinion on the matter is there's nothing wrong with launching a single product exclusively on Kickstarter. If that's what you want to do, I say go for it. It makes a lot of sense, actually. Like any other form of commitment, long-term plays aren't for everyone. Sometimes, all we have in the moment is one idea, One Big Thing

To put another way, I love all the layers of a savory lasagna, but - from time to time - I also enjoy a singular chicken marsala. So I'm not here to dunk on the chicken lovers or the chicken chefs or even the chicken itself. But I am here to remind the entire dining room that - just because all the big chefs insist on exclusively making one, single chicken dish, lasagna is on the menu, always has been, and is a perfectly acceptable experience, and dare-I-say the one most likely to include plenty of delicious leftovers!

So let's dive into the multiple layers of the High Noon lasagna.

It starts with the core game.

Photo by Kevin Grote (Old Man Games)

High Noon's starter Set was always intended to be a gateway into the game and the universe. In that, it needed to not only be the lowest cost item-for-the-assets but also be as simplistic as possible. Only the most elemental of rules and accessories were to be included, merely to introduce you and the players to the fundamentals of the game system. You're going to get a handful of posses for play-style variation. You're going to get some basic game tiles to start building out your fledgling war-torn town, their terrain markings limited to 2 colors, just to get you acclimated to what to look for when planning your movement and strategy. Your loot cards will be just enough to get the idea of what possibilities some weapons, accessories and consumables will bring to your posse load-out.  

Photo by Kevin Grote (Old Man Games)

Will there be more in the future? Of course there will and there already are. More colorful posses and characters, bigger tiles with more detail, and more terrain markings with new mechanics and a wider variety of loot cards to enhance your gameplay experience. But not here. Not in the Starter Set. This is just your primer for what's to come.

It's important to understand this. There was some pushback from people who protested that my game was already made and therefore there wasn't any opportunity for feedback. I understand the complaint, but feedback on the starter set was never going to be on the table. The Starter Set had a very defined purpose and could not deviate from that. 

The time and place for feedback has always been - and continues to be - in the expansions. This is where the real potential for High Noon's future exists and this conversation maintains a healthy openness in our Discord group. If feedback on the development of High Noon is on the forefront of your concern and whether or not you back this project, I encourage you and invite you to join in that discussion.

For now, let's talk about what the future currently looks like...

A little Hotter, a Little Higher

We've already begun the roll out of expansion posses that add color and variety to the universe. With the release of Father Franklin and Grizzly Greenwood we not only introduce machine guns, animals and a unique coral-and-isolate playstyle but also the first new terrain mechanic: Hazardous.

Specifically, the campfire and broken glass on their starting tiles are the first terrain of their kind that hinder and damage those who pass through it. This mechanic will become more relevant in future expansions and game-modes, but these posses bring them in gently to - once again - acclimate you to their purpose and effect.

Following those two expansions is the hotly anticipated Bonnie Beecher and the Bandero Blondes.  And while most of the anticipation stems from the desire for more representation in the game and universe, the real value here is in the mechanic of elevation that their starting tile introduces. This mechanic will be much more prominent in expansions, posses and tile sets that role out, bringing in more high ground positions and the advantages that come with them. 

Players will be vying for these elevated positions, as they render certain cover obsolete while granting critical attack and defense bonuses.

While the elevation in this tile won't be the most widely used at first, this is one of the biggest changes to the game at the point of the roll-out, setting the stage for all sorts of possibilities down the line, setting the stage and standard for many of the future expansion posses.

The Crates Get Heavier

With a wider variety of characters comes the need for a wider variety of weapons and equipment and the world of High Noon is replete with items to choose from. An expansion of loot cards will be the first in a line of strictly card-based expansions in the High Noon product line, offering an array of colorful consumables, forgotten firearms and a host of holsters to carry them.

These cards are currently available to playtest and enjoy in the free digital version of High Noon accessible through our Discord server.

Interactive Tiles and Resource Management

Miroslav Zoric is apparently a posse you either love or hate. Even though his likeness and technology is (albeit loosely) inspired by real-world historic data, his deviation from the standard fare spurs and big-irons has set a few people off. Nevertheless, what excites me about him isn't his theme, but the mechanics he introduces. 

Miroslav is the first posse with a tile that actually does something and that you can do something to. He is also the first posse to introduce the concept of a posse-specific resource that you can manage and use to activate special abilities. In this case, his starting tile is his research lab, who's generator provides the power Miroslav channels into his basic and special cards and his turrets that he places around the board. A player can shut down the generator, effectively neutralizing Miroslav, so a good defense of the lab's entrance is key. Meanwhile, Miroslav must be careful how he spends his generator's energy, as it only recharges at the end of his turn, meaning the other players have the entire round to drain his power, keeping him from playing his more powerful cards.

That said, Miroslav is a zone control posse, gaining power and control of the board with each tower he places around the battlefield. Whether he chains them together to multiply the strength of one's attack, connects two to form an impenetrable defensive barrier or even detonates one to damage everyone around it, the more towers in play, the more destructive the otherwise unassuming scientist becomes.

With the introduction of Miroslav, you get the concept of functional tiles and areas, which adds a myriad of possibilities for game modes. You also get the first taste of resource management, which will become very important for other future expansions such as Gov. McGrady who introduces another development in the game...

Unique Victory Conditions

I tell everyone I talk about High Noon with, the value is in the posses. Whether it's a completely different playstyle, a completely new mechanic or exponential combinations of replayability, each posse brings something entirely new to the table. 

True to that standard, Governor McGrady takes the entire point of High Noon up to this moment and flips it upside down. Governor McGrady doesn't care about gold and doesn't have to fight for it. He gets it for free at the start of every turn. Governor McGrady doesn't care who is left standing or how much gold they have. All he cares about is winning re-election.

So, while everyone else is fighting amongst themselves, Gov. McGrady is working the table, influencing players and gathering votes. For him, the race against the clock is the race for Saratoga. 

This poses a unique challenge for the Governor because he is not a fighter. He has few hit points and fewer attack and defense cards. And if he dies, his henchmen flee, meaning you lose. So, where every other player thus far is an advanced form of a Queen in Chess, McGrady is the King and must be protected at all costs. 

Of course, with all of his political favor cards in the hand of the right political-minded player, that may not be such a challenge after all.

East Will Meet West

This has always been a major point of contention, but I really don't care. It's my game.  This is my love letter to the great Westerns that molded and shaped who I am. Quite a few of the most influencing westerns were just re-skins of famous films from the far east. These films were just as prolific in their time and - from where I'm standing - the western genre as we know it wouldn't exist without the samurai genre before it.

The samurai are currently available to playtest on our Discord Server

It's for that reason, there will be samurai in my universe, just as there was in our real one.  Their motivations for being in America will make perfect sense and their gameplay mechanics will integrate seamlessly with those of the cowboys and Indians. Naturally, you can't have samurai without ninja, so they will be making an appearance as well.

Art by Mikel Canizares

Saratoga Will Be Explored

A lot of the games I sent out for reviews ended up getting unboxing videos made instead. My thoughts on the merits (or absolute lack thereof) aside, one thing of note was how completely dismissive they all were about the map that was included in the box. On the surface, that's totally fine. They hadn't taken the time to be remotely curious about the game or the universe, so I couldn't possibly expect them to understand the meaning or purpose behind the map. 

As we have covered more than a few times, High Noon is set in a universe. This universe has lore. Most of the lore you as the player will explore exists in the state of Saratoga, where these various (mis)adventures take place.

This map, that you get in the Starter Set, actually sets the stage for a lot of the expansions rolling out and provides landmarks to some of the driving forces that set the stage for the shootout in Sweetwater Gulch, the scenerio contained in the Starter Set.

Up until now, most of the posses exist on the same dirt that covers most of the state, but Saratoga isn't all dry beds and tumbleweed. In the rich oil town of Stratford City, where bigger is always better, wide cobblestone roads full of monuments pave the way for fresh markets and larger-than-life buildings.

Characters can take the physical high ground and shoot down on their enemies from the first-of-its-kind multi-floor saloon.

With a map of its massive scale, getting around can take several rounds. Fortunately, the roads are lined with rails for fast-moving streetcars that characters can hitch a ride on and use as mobile battle platforms.

These moving tiles also serve to introduce the mechanics necessary for the planned epic Train Station expansion that will require an entire update (and Kickstarter) dedicated to it. 

The developed civilization isn't the only place to enjoy giant maps of reversible tiles and endless gameplay. To the northern border of Saratoga is the lush woodland of Timber Heights, full of winding rivers, campsites and forest trails. Easily combine the tiles to form beautiful timberland.

This tile-set expansion is so vast, it requires three different packs to collect them all. Timber Heights also introduces dense terrain for characters to hide in and shoot from. It also includes universal starting tiles, making it perfect for tournaments of all sizes.

Other expansion tile sets are planned in the works and memorialized on the map.  Venture to the snow-covered mining town of Oreville and into the mineral-rich mines of Montoro Range, or battle it out in the ghost town of Purgatory where supernatural occurrences are all too common. 

The flagship campaign of the RPG expansion will take you south of the border, across the Rio de Estela, into the jungles of Selva Rica to track down the mad Col. Rodgers who has become the blood god of the lost Mayan civilization of Tzultacaj. Who knows what untold riches await the party?

Oh did I mention the RPG Expansion?

With most of the mechanics set in place by this point in the roll out, it will be very easy to unveil the RPG expansion of High Noon, which will - like all of the other expansions - seamlessly integrate with the game system as it is.

True to the vision and purpose of High Noon, the RPG expansion will also serve as a "gateway game" for people to quickly and easily get introduced and accustomed to Role Playing Games. Creating your character will be a breeze and leveling up, equally as simple.

Players will use points to purchase their starting stats (Speed, Range, Inventory, Health, etc) and be equipped with a basic starter deck. In this way, the players form the posse. As they level up, they will choose from various poker chips that have icons on them to identify which stats they are leveling. The final result of high-level players will resemble a table of card players with stacks of chips in front of them, continuing the look and feel of an old school game of wild west poker while providing the familiar RPG experience we all know and love.

Howdy, y'all. Name's Dewie Seenack, marshal a' these parts.

We Will Add Dimension

Somewhere throughout this timeline, the landscape itself will gain a 3rd dimension. It won't become completely 3D. That was never the intent nor design of the game and it shows in the artwork. However, the tiles will become something of a hybrid of 2D and 3D, similar to Battle Systems and others.

Just like Battle Systems, the buildings will be assembled in a puzzle-like fashion., however, unlike Battle Systems, we will be using the same high quality polystyrene material that we have used for the terrain tiles. This will ensure they are durable and stand the test of time, while making the colors really pop. Also, no glue will be required for assembly!

I wrote up a whole update about this in an update on the previous campaign and you can read more about it and see all of the pictures here.


It Will be a Wild Ride

And by that I mean there will be mounts in High Noon. From wild stallions to covered wagons, motorcycles to Model C's. There are more than 50 designs for unique mounts planned for High Noon, each with their unique traits, abilities and bonuses for the rider.

Just a prototype. Not remotely final, but you get the idea (I hope)

Like the buildings, these mounts will be constructed like a puzzle out of polystyrene. They will come packaged in a sealed pack similar to trading cards. You'll pop them out of the "cards" and put them together to form the cool 3D mounts.

With the introduction of the mounts comes a whole new wave of expansion posses with their own. The 4 horsemen of the apocalypse will absolutely make their appearance, as will a circus ringmaster who rides a giant war elephant that can smash and stomp on everyone while granting an elevation bonus to the rider. It's going to be a hoot.


Putting it All Together

There is so much more that I haven't gone into, but I hope this gives you all a birds-eye view of the roadmap for High Noon post-Kickstarter and hopefully it helps you all to understand this campaign was always just the beginning for the brand and I mean it literally when I say the best is yet to come.

At the end of the day, with all of the expansions and supplements, High Noon is anything you want it to be. 

That's not to say one needs all of the expansions and supplements to enjoy High Noon to its fullest. Quite the opposite. The purpose of the expansions is for people to pick and choose what they want for their individual unique experience.

Of course, you know I gotta say it, those of you who go All-In on this campaign at the $300 pledge will get everything I just laid out - and more - as we produce it. 🤠

"We would be honored, if you would join us..."

We needed the Kickstarter to be a success so we could roll out with more than just the Starter Set so people could see the real value in High Noon is all the different directions it can go. By crushing the goal, we did exactly that. All thanks to you.

In keeping with our unconventional - but logical - approach to our Kickstarter of going into production on the widest possible offering of expansions at launch, we will be keeping our pledge manager open for late pledges, as well as our retail pledge manager, and all monies collected during that time will go toward unlocking the stretch goals in our campaign. So, let's say we close out our late pledge manager and our total is $150,000. We will be unlocking Father Franklin, Grizzly Greenwood and possibly another expansion, meaning you will get your free add-on!

And if you went all in, that means you're getting all of those add-ons for free. No pressure. All of the other pledge tiers are loaded with value and I know you're going to love whatever level you go in at. But it needed to be said for those of you on the fence and unsure how it will all work.

Yes, we will be producing all of these things either right away (if the campaign does well enough) or over time (if the retail does well enough) and you will have the option to purchase all of these expansions in the pipeline at retail or get them for free if you are a part of the All-In Ride or Die backers.

OK! I've written my brains out at this point, so I'm going to give myself a break. Hopefully this has answered all or at least a lot of your questions, but - as always - if you still have any, feel free to leave them here or in the comments or pop into the Discord chat and ask me there. I'm here for you guys.

Thank you for your unwavering support through all of this. I can't wait to bring High Noon in all of its epic forms to your table!


What did you think of this update? Are you excited about  this timeline?  What other expansions would you like to see in the High Noon universe? Leave a comment below and tell us what you think! Have you joined our Facebook Group or Discord server? That's where the party's at! Use the links to come on over!

If you like these updates and want to support our campaign, please consider leaving a comment and sharing this post with your friends, family and network. A little word-of-mouth goes a long way.

Mix, Mingle and Minis TOMORROW at 1pm GMT
about 1 year ago – Tue, Mar 30, 2021 at 10:25:54 AM

If you've been sitting on the sidelines, waiting to hear more about High Noon before you make your pledge, here's your chance!


For those of you that love minis, PATMOCON is a 72 hour convention born out of lockdown necessity where industry and hobbyist can mingle. At 1pm UK time on Sunday Dwight will be talking to Andrew from BeardClipper YouTube channel (one of the all in backers and a returning backer from the first Kickstarter) about the game, the motivation and the future. 


We will also be playing a teaching game (Andrew has never played yet so come and have a chuckle at his mistakes) during the two hour live chat.


Tickets can be picked up here

Subscribe to Andrew's channel here