Check out Monster Terrain Kickstarter by Monster Fight Club for some excellent looking terrain for your gaming needs.
Published 22 April 2019
A Game of Thrones: The Card Game
The Night Is Full of Terrors
Preview the R’hllor Cards of Fury of the Storm
“There will come a day after a long summer when the stars bleed and the cold breath of darkness falls heavy on the world. In this dread hour a warrior shall draw from the fire a burning sword. And that sword shall be Lightbringer, the Red Sword of Heroes, and he who clasps it shall be Azor Ahai come again, and the darkness shall flee before him.”
–Melisandre, A Clash of Kings
Pre-order your own copy of Fury of the Storm at your local retailer or online through our website today!
In the ancient books of Asshai, prophecies speak of a hero born again amidst smoke and salt to wake dragons out of stone, one who will save the world from a great darkness and bring about the start of a new age. Some seek visions in fire, chasing rumors across the sea to find their savior. Now, you have the chance to turn prophecy into reality, as you must unite Westeros under your rule if the realm is going to survive the darkness to come. But what do you truly believe?
Today,we’re offering a closer look at the followers of the Lord of Light that appear in the Fury of the Storm deluxe expansion for A Game of Thrones: The Card Game—now available for pre-order at your local retailer or online through our website!
Born Amidst Smoke and Salt
Fury of the Storm provides three copies each of 52 new cards to strengthen your armies in the battle for the Iron Throne. While each of the great factions gains new allies, this deluxe expansion focuses on the warring House Baratheon, where three brothers, united by ambition, are divided by duty and religion. With increasing unrest in Westeros, religious fanaticism has taken hold of the realm. The Red God of the East has crossed the sea and seized the minds and hearts of many, including Stannis Baratheon, who rejected the gods of his parents when he watched their ship torn apart in Shipbreaker Bay.
Those who have rejected the Seven alongside Stannis include the devout and ambitious
(Fury of the Storm, 7). His true belief is debatable, but he may still serve a purpose in your pursuit of power. Melisandre sacrificed this Lord to the flames for favorable winds on Stannis’s journey to the Wall. If you can make the same show of force, when Alester Florent leave play you may choose and kneel an opposing character, so long as you have a R’hllor character to perform the proper ritual. While Alester could not fool the devout priestess of R’hllor, none would ever doubt the dedication of
(Fury of the Storm, 8). This Lady is perhaps the most fervent worshipper of the Red God, able to use her wealth and position to fund your cause by reducing the cost of each R’hllor attachment you marshal by three gold. This means that you can bring a
(In Daznak’s Pit, 88) or
Ruby of R’hllor
(Across the Seven Kingdoms, 9) into play for free!
While the Baratheons have traditionally focused on maintaining power over other factions, Fury of the Storm introduces a variety of characters who find insight in the flames, mirroring the intrigues of the more courtly Houses of King’s Landing. The
(Fury of the Storm, 12) and
Acolyte of the Flame
(Fury of the Storm, 14) both grant you deeper insight into your opponent’s plans, while you can try your own hand at prophecy with
(Fury of the Storm, 24). When you play this event, you may name a trait during the taxation phase. If your prediction proves true and your opponent reveals a plot card with that trait during the next plot phase, you draw three cards to help you better form a strategy to stand against their forces.
With these powerful followers and skills at your disposal, you are fully equipped to help one of your characters embrace their fate as
Azor Ahai Reborn
(Fury of the Storm, 20). While they bear this attachment, your chosen one is considered to participate in each challenge in which you control an attacking R’hllor character, helping them contribute to multiple challenges. And the attachment itself is not limited to R’hllor characters. You are free to choose any unique warrior in your deck, whether they align with the Lord of Light or not. You may proclaim that
(Core Set, 48) is the savior of Westeros, giving you the power to intimidate your foes and claim renown on multiple challenges.
The Prince That Was Promised
Alternatively, if you choose to follow the Lord of Light, you may decide to build your deck around
(Fury of the Storm, 2) or another unique character if you truly believe they are
The Prince That Was Promised
(Fury of the Storm, 45). This Prophecy agenda lets you name a champion once all agendas are announced. This character is then the only one who can gain power for your side, but after you win a power challenge by at least five STR, you may kneel your faction card to stand your chosen champion and draw a card. Or, if your champion is absent from your battleline, you may execute this same action to search your deck, discard, and dead pile for them and add them to your hand. Even if they should fall in battle for a time, you won’t have to fight the darkness alone for now.
In the case of Stannis, his faith already grants him insight into the future, making him impossible for your enemy to surprise him with event cards. This makes him a worthy choice as your champion, but you can create a deadly combination by equipping him with
(Lions of Casterly Rock, 26) to give him renown, doubling the rate at which he can accrue power. Then, you can move this power from Stannis to your faction card with
(Kings of the Isles, 26), to safeguard his claim if he falls to your opponent’s forces. Should Stannis be forced to leave play and then returned to your hand, you can reduce the cost to marshal him back onto the battlefield with
(Core Set, 59). As much as your enemy may wish to destroy your champion, with the Lord of Light to guide him, he will come again to lead the realm into a new, glorious age.
Duty to the Realm
Stannis never asked for the crown, but it has fallen to him nonetheless. He has no choice but to assume his duty, stake his claim, and protect his subjects from the terrors of the cold and dark. Will you stand by his side as he embraces his destiny?
Pre-order your copy of Fury of the Storm (GT52) at your local retailer today or online through the Fantasy Flight Games website here! Otherwise, be sure to look for this deluxe expansion when it hits shelves in the second quarter of 2019!
in our forums!
The copyrightable portions of A Game of Thrones: The Card Game Second Edition is © 2015 Fantasy Flight Publishing, Inc. Licensed by George R.R. Martin. The names, descriptions, and depictions applied to this game are derived from works copyrighted by George R.R. Martin, and may not be used or reused without his permission. A Game of Thrones: The Card Game Second Edition, its expansion titles, Living Card Game, LCG, the LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All rights reserved to their respective owners.
By Ares Games
Published 19 April 2019
Legend of the Five Rings LCG
The Emperor’s Legion
Announcing a New Clan Pack for Legend of the Five Rings: The Card Game
“We will make them cower for their insults, and Arasou will be avenged.”
– Matsu Tsuko of the Lion Clan
Pre-order your own copy of The Emperor’s Legion at your local retailer or online through our website today with free shipping in the continental United States!
On the blood-stained battlefields of Rokugan, the skill and prowess of the Lion Clan is legendary. From Matsu warriors to Akodo tacticians to Kitsu who utilize the past itself to overwhelm their foes in combat, the tools of the Lion clan are extensive. The clan serves as the Right Hand of the Emperor, and to face a Lion in battle is to face death itself.
Fantasy Flight Games is proud to announce The Emperor’s Legion Clan Pack for Legend of the Five Rings: The Card Game!
The Emperor’s Legion spotlights the Lion Clan with 78 new cards (three copies of twenty-five different cards and one copy each of three different cards) for Legend of the Five Rings: The Card Game. Here, look for an emphasis on recursion, revenge, and righteousness.
Furthermore, if you pre-order The Emperor’s Legion from Fantasy Flight Games website, not only will you get free shipping within the continental United States, you’ll also receive five double-sided province backers. These province backers sit behind your province in the same sleeve to show off beautiful art by Amélie Hutt and Greg Lambrakis while the card is facedown!
Vengeance of the Lion
Like other Clan packs, The Emperor’s Legion features a new stronghold for its signature clan.
(The Emperor’s Legion, 1) has the highest starting honor in the game, reflective of the Lion’s upstanding dedication to the honor of the Rokugan. Furthermore, the stronghold allows you to bow it after one of your character’s loses a conflict as an attacker to bow one of your opponent’s non-Champion characters.
This stronghold adjusts how your opponent thinks about victory in battle. Even a small contingent of Lion forces attacking a province becomes a difficult decision for your opponent. Defending can ensure the Lion don’t break the province, but their mind may be on a larger battle down the line, and can you afford one of your best samurai to be bowed when the real conflict begins? Kyūden Ikoma is a difficult province to play around, and allows Lion players to exact vengeance on those who challenge them.
A golden horde descending upon you is terrifying for any samurai of Rokugan. The Lion’s Bushi are known across Rokugan as fearsome warriors, a well-oiled machine that can tear through their foes.
(The Emperor’s Legion, 6) is an impressive warrior in his own right, but his true potential is unleashed when he is attacking with at least two other Bushi. Win or lose, Matsu Gohei will not bow as a result of conflict resolution as long as he is flanked by two other Bushi while attacking. This allows Gohei to contribute his three military skill to additional conflicts during the turn. Should you emerge victorious, Gohei and his brethren can utilize
For Greater Glory
(Core Set, 165) to ensure they can repeat their tactics during the next turn.
However, should your Bushi fall in battle, there is still a duty that must be fulfilled. Every Lion knows they will eventually
(The Emperor’s Legion, 23), and find victory even in their ultimate defeat. After you lose a conflict in which you controlled an attacking Bushi, you may sacrifice that Bushi to remove a fate from an opponent’s character, or discard it if they have no fate. Your target doesn’t have to be participating in the conflict, meaning your Bushi’s last breath can throw a wrench into your opponent’s plans, and bring their most fearsome foe with them into the warm embrace of death.
Reverence and History
The sacrifices of these Bushi are not forgotten. The Lion are more than just warriors, their strength comes not only from their moral code and training, but of a reverence for the past. Lion Shugenja can commune with the voice of ancestors long past for guidance and power in conflict.
Voice of the Ancestors
(The Emperor’s Legion, 10) is a four-cost Shugenja, and the longer he is on the field, the more Spirits of the Lion Clan aid you in conflicts. As an Action, you can play a Lion character from your dynasty discard pile at a discounted cost as an attachment to another character you control. The character from your discard pile becomes a Spirit and adds their military and political skill to the attached character. While the Voice of the Ancestors doesn’t have impressive skills on his own, he can utilize and recur your fallen samurai to strengthen the Lion legion.
But not all recursion comes from ghosts of the past. The Lion are numerous, and cutting down one can bring two more in their place. The
(The Emperor’s Legion, 4) is already a free character, and allows you to bring another Ashigaru Levy into play from your province or discard pile when they are played. It is important to note that the trigger occurs when the Ashigaru Levy is brought into play by any means, meaning playing one Ashigaru Levy can bring in another, and that Ashigaru Levy can bring in your third, a makeshift army springing up from the cracks of battle. With a single military skill, the Ashigaru cannot stand on their own, but an army of Peasants rising up can make a difference in the Lion’s many military skirmishes.
Like the other clan packs before it, each of the other Great Clans of Rokugan receives a new character in The Emperor’s Legion, many of which directly counter the Lion’s most iconic strategies.
(The Emperor’s Legion, 17) is a Scorpion Commander who can morph the state of the battlefield. While this impressive Bushi is on the field, the base glory of each honored character controlled by your opponent is 0. This is an extremely favorable advantage for the Scorpion, especially against the easily-honored Lion Clan Samurai. This ability only affects honored characters, meaning high glory characters are still susceptible to the Scorpion’s dishonorable tactics like
Way of the Scorpion
(Core Set, 185). While the lion prefer a straightforward battle, the Scorpion can use this to their advantage, manipulating events and conditions to ensure they can sever the Right Hand of the Emperor should the need arise.
Though they take many forms, all clans of Rokugan fear the might of the Lion. From their fearsome Bushi to their reverent Shugenja, the Lion overwhelm their foes with coordination and skill. Will you join the ranks of the Emperor’s Right Hand?
Discover the path of the Lion in The Emperor’s Legion (L5C27), available now for pre-order from your local retailer or through our website with free shipping in the continental US!
in our forums!
Published 18 April 2019
Journeys in Middle-earth
Available Now – April 18
The Lord of the Rings: Journeys in Middle-Earth is Available Now
Take a look at the latest products from Fantasy Flight Games, now available at your local retailer or online through our webstore!
The Lord of the Rings: Journeys in Middle-earth
Embark on your own adventures in J.R.R. Tolkien’s iconic world with The Lord of the Rings: Journeys in Middle-earth, a fully cooperative, app-supported board game for one to five players! You’ll battle villainous foes, make courageous choices, and strike a blow against the evil that threatens the land—all as part of a thrilling campaign that leads you across the storied hills and dales of Middle-earth.
Each individual game of Journeys in Middle-earth is a single adventure in a larger campaign. You’ll explore the vast and dynamic landscapes of Middle-earth, using your skills to survive the challenges that you encounter on these perilous quests. As you and your fellow heroes explore the wilderness and battle the dark forces arrayed against you, the game’s companion app guides you to reveal the looming forests, quiet clearings, and ancient halls of Middle-earth, while also controlling the enemies you encounter. Whether you’re venturing into the wild on your own or with close companions by your side, you can write your own legend in the history of Middle-earth.
Pick up your copy of Journeys in Middle Earth (JME01) at your local retailer or online through our webstore today!
Allies and Adversaries Sourcebook
Wherever you travel in your Star Wars adventures, the Game Master needs to ensure there are plenty of memorable and exciting Non-Player Characters. After all, while the worlds and locations of Star Wars are iconic, it’s the individuals that make this universe so unique. Allies and Adversaries is the perfect resource for bringing these characters to life in Star Wars Roleplaying!
This sourcebook profiles heroic Rebels, evil Imperials, and galactic scum and villainy drawn from all three Star Wars Roleplaying game lines, along with a host of brand new individuals who have never been pro led before, and is fully compatible with Edge of the Empire, Age of Rebellion, and Force and Destiny. In all, over 130 NPCs are fully statted throughout the book for your use in any Star Wars Roleplaying campaign!
Pick up your copy of the Allies and Adversaries Sourcebook (SWR12) at your local retailer or online through our webstore today!
in our forums!
By Mantic Games
With the retail release of Hellboy: The Board Game tantalisingly close, we’re publishing a different article about the game’s mechanics every day. Today it’s my turn, James M. Hewitt, to give the designer’s perspective on some of the key parts of the game. If you missed yesterday’s entry (describing the Agent Cards), you might wanna check it out here.
Today, though, we’re talking about Case Files!
For those of you who aren’t familiar with the Mignolaverse, Hellboy is (sometimes) a field agent for the Bureau for Paranormal Research and Defence. A shadowy organisation founded in the wake of WWII, the B.P.R.D. is dedicated to protecting mankind from all manner of occult threats, from cult uprisings and ancient gods to witches and werewolves. When they catch wind of any such occurrence, they assemble a team of skilled field agents and send them to investigate. Hellboy: the Board Game replicates this on the tabletop, with the players taking control of the B.P.R.D.’s A-Team and taking on some very serious threats indeed.
It actually took a while (and a fair amount of playtesting!) before I hit on an interesting way to represent this in the game. Case Files were the solution!
When you open your copy of H:tBG (acronym alert) you’ll find several decks of cards; you’ll also find several Case Files. Each one is tied to a particular Case (that’s a scenario, in standard gaming lingo) and includes various unique cards. You’ll get a deck of Encounter Cards, which will determine what’s in each location you explore (more on them later in the week), and possibly some other cards to be shuffled into the Deck of Doom or the Requisition Deck (again, more on these later!). Most importantly, though, you’ll find the Case File deck.
The Case File deck is something you’ll want to treat with due reverence. It’s not a normal deck of cards; for starters, you mustn’t shuffle it or look through it! It occupies a space on the HQ board (which Rob’s going to tell you about tomorrow) and handles the pace and narrative flow of the game. Only the top card is visible at any time, and will give instructions for when it should be flipped over. The back of the card might reveal a hidden passageway to a new area, give the players a much-needed leg-up or contain a new objective – anything’s possible!
Some Case File cards might be put “in play”, meaning they’re taken off the top of the deck and placed next to the HQ board. These cards will show a trigger – for example, “flip this card if all the agents are Knocked Out”, or “flip this card if the Information Gathered track reaches 10” (more on that from the delectable Rob tomorrow).
Eventually, each Case File deck will come to the Confrontation, a final showdown against a Boss. Going into the Case the players won’t necessarily know which Boss they’re going to face – they’ll have their briefing, sure, and there might be some clues along the way, so they might think they know what they’re coming up against… but what would Hellboy be without a few unexpected plot twists?
What’s more, there might be multiple routes to a Confrontation. If Rasputin’s cooking up an evil scheme in the basement of a crumbling manor, you’d better hope you can find him through exploring the board… but if you all get knocked out, you might wake up to the sound of maniacal chanting and find yourselves in the middle of the ritual circle, stripped of all your kit! Whatever happens during the game, the Case File deck ensures that you’ll always get to play the Confrontation, even if it means you start at a serious disadvantage; that way, every game ends with an explosive show-stopper, instead of just fizzling out because you had some bad dice rolls.
“Hey, James,” one might ask, “surely this mean you can only play each Case once! What about replayability? You are the literal worst!”
Thanks, convenient hypothetical questioner. Haven’t heard from you in a while!
During playtesting, we’ve found that playing through the same Case File multiple times is absolutely something you’ll want to do. The first time will always be special – after all, you’ll be surprised by what’s going on, and that’s always a laugh – but chances are you won’t beat it. Hellboy: the Board Game can be tough, as all good co-operative games should be, so we’ve made a big effort to make the Cases replayable. Each time you play a Case you’ll find that the Deck of Doom and Encounter Deck will combine in new ways, providing different challenges and keeping things fresh.
Hellboy: The Board Game is available to order NOW from the Mantic website. The retail version will be launched on April 27th in all good game stores.
The post Developing Hellboy: The Board Game – Case Files appeared first on Mantic Blog.
Published 17 April 2019
Legend of the Five Rings LCG
Words of Steel
Preview Crane Clan Samurai in Masters of the Court
Order your own copy of Masters of the Court at your local retailer or online through our website today!
Throughout the ages, one clan has held dominance over the hallowed halls of the Emerald Empire’s courts. To face a Crane Courtier in a battle of wits is to invite death, and the Iron Legion of the Left Hand are just as deadly on the battlefield. The Crane know they are the mightiest clan in Rokugan, and any who stand against them face a group of samurai armed with sharp blades and sharper words.
Now, the Crane are receiving a set of brand new tools in Masters of the Court, a new clan pack for Legend of the Five Rings: The Card Game! Masters of the Court spotlights the Crane Clan with 78 new cards (three copies of twenty-five different cards and one copy each of three different cards). Here, you can look for an emphasis on the Crane’s skilled Duelists, their well-spoken Courtiers, and their ability to lock down their opponents with powerful conflict cards.
Join us today as we preview some of these new Crane Clan tools from Masters of the Court!
For the Glory of Rokugan
Glory is a double-edged blade in the world of Rokugan. While honoring the Crane’s high-glory characters paves the road to victory, dishonor can lead them down a path of ruin. Luckily, the
Maker of Keepsakes
(Masters of the Court, 7) is in no such danger, as she simply cannot receive dishonored status tokens from any source. With two glory, this Shugenja can easily become a five military, five political skill powerhouse who at worst can be downgraded to her base stats. The trappings of dishonor hold no sway over the Maker of Keepsakes, who will bring the Crane to glory no matter the cost.
As the Clan Pack’s name suggests, the Crane dominate the courts of Rokugan, their army of courtiers cutting down lesser samurai with their words alone, ending conflicts before a single blow is struck. The
(Masters of the Court, 10) is a generous samurai, but as your opponent is lulled into security, they become outnumbered by the Crane. After you play the Benevolent Host, you may put another Courtier in one of your provinces into play, giving them a fate if they cost two or less.
There are plenty of valuable targets for this ability, from the upcoming
Arbiter of Authority
(Bonds of Blood, 34) to the always popular
Guest of Honor
(Core Set, 51). With careful deckbuilding, the Benevolent Host never works alone, overwhelming your opponent with the steel wordsmiths of the Crane.
Masters of the Court contains an ideal target for the Benevolent Host in the form of the
Winter Court Hosts
(Masters of the Court, 12), a massive six-cost group of Courtiers whose elegance and grace is unparalled in the land of Rokugan. With a massive seven political skill and three glory, the Winter Court Hosts are worth the investment for their skill alone. However, the Winter Court Hosts can also provide additional card draw during conflicts they are participating in, provided you are more honorable than your opponent. With the Winter Court Hosts on the field, you will always have additional gifts for friends and foes alike.
Gossip and Celebration
Of course your opponent will have their own gifts to provide in the form of brutal conflict cards. If you can anticipate the actions of your foe, you can spread
(Masters of the Court, 22) to ensure your opponent’s plans are always disrupted. Gossip is a limited card that allows you to name a card that your opponent can’t play until the end of the phase. Cards like the Lion Clan’s
For Greater Glory
(Core Set, 168) can be vital to their Great Clan’s success, and Gossip ensures you are safe from these high-impact cards for a short while.
To further push your advantage, the Crane can hold a
Festival for the Fortunes
(Masters of the Court, 25). A steep investment, this event honors each character on the field. While this includes your opponent’s characters, careful planning can ensure your clan comes out on top during the festival. At one influence, the Festival for the Fortunes can be an important event in any clan’s deck, including the Phoenix, who often rely on high glory characters to give them the edge in conflicts.
Using their impressive legion of Courtiers, you can press the Crane’s biggest advantage with
(Masters of the Court, 24). This two-cost event allows you to initiate a political duel, with the winner able to declare an additional political conflict during the phase. This allows the Crane to go all in on their biggest strength and stressing your opponent’s political defenses. Can any Great Clan truly stand up to the Crane in the courts of Rokugan?
Sharp Blades, Sharper Words
Whether they are spreading gossip about their foes or hosting the Winter Court itself, the Crane are a difficult foe to overcome. Will any Great Clan stand up to their might when Masters of the Court releases in the second quarter of 2019?
Serve the Empire with beauty and grace by purchasing Masters of the Court (L5C18), available now for pre-order from your local retailer or our website!
in our forums!
By Mantic Games
It’s Hellboy Week(s) on the Mantic Blog. Over the next few days we’ll be delving into key gameplay elements ahead of the retail launch on April 27th. We kicked off the blogs earlier this week with an overview of the early development stages. If you missed those, make sure you read part one and part two.
For today’s rules focus, we’re looking at an Agent Card. In Hellboy: The Board Game you and up to three others (although you can play solo too, don’t worry) will choose your BPRD agent and then head out into the field. In the core game you’ll find four agents to choose from: Hellboy, Liz Sherman, Abe Sapien and Johann Kraus. Each agent has their own unique card with their own special abilities.
For now we’ll look at Hellboy’s Agent Card and explain all the various parts. In some cases we’ll give a brief overview as we’ll be expanding on them later in the week. This is just to whet your appetites. A rule aperifit, if you will.
SKILL LEVEL ICONS
First up in the top left are your skills. Starting from the left you’ve got:
- Fight (used when attacking enemies in the agent’s area)
- Shoot (used when attacking enemies in other areas)
- Explore(used when examining clues and points of interest)
- Defend (used when defending against enemy attacks)
The different colours represent the colour of dice you’ll be rolling when making that test. We’ll be covering this in further detail later in the week.
Next up you’ve got the special rules for the agent. These are abilities that are always active for that agent. As you can see from Hellboy’s card, he’s pretty handy (ba-boom tish) at Fighting because he can shake off any damage. However, he’s also good at helping fellow agents with the Seen it all Before rule.
This is important for the start of the game. Ahead of the mission, you place character icons on the target priority tracker. During the enemy phase, the character in first place will be the target of enemy attacks. Thankfully this changes during the course of the game, so poor Hellboy won’t always be suffering damage.
Here’s one of the most exciting elements of the card! These are the Unique Actions the agent can perform as part of their turn. Each costs a differing amount, so you’ll have to choose carefully when you want to perform them. We’ll be going into more depth about Agent Actions in a future blog. For now just imagine how much fun it will be to throw furniture at a frog monster. Answer: lots of fun.
Agents start with their own unique pieces of equipment or abilities (for example Liz’s Flame Tracker). In this case it’s Hellboy’s Pistol and some deep pockets! Hellboy is always rummaging around in his coat to find something useful – whether that’s a charm, weapon or something else entirely – and that’s represented by the Deep Pockets card.
No one said fighting the harbingers of Doom would be easy and the agents are likely to take damage during the game. We’ll be covering damage in a future blog, but just rest assured that if this fills up, then bad things will happen.
And that concludes our quick review of Hellboy’s Agent Card. As mentioned above we’ll be exploring some of the elements in closer detail over the next few days. In tomorrow’s blog, the dashing James M. Hewitt will be here to explain what Case Files are… and you definitely don’t want to miss that!
Hellboy: The Board Game is available to order NOW from the Mantic website.
The post Developing Hellboy: The Board Game – Agent Cards appeared first on Mantic Blog.
this project needs some words ahead 🙂
2018 was a year were I questioned a lot of things.
I took a little step back in my painting output due private life changes. With it I questioned the crazy output I had on my miniature project workbench. During that year I saw how exhausting it was to always strive for new things, great ideas and projects that would amaze the viewers.
A step back in the race for evolving new and interesting things in my personal miniature painting. A step back in inspiring many others with my work as a painter. A step forward to see my true strength in the work I do: teaching. I am a born teacher and I love to teach others my knowledge about miniature painting. First this was truely confusing, later on it felt better and better. A decision where to focus on in the future.
The question was: What makes me most happy in my job?
The answer was: Seeing happy students. Other painters that enjoy learning from me. Fresh and new faces as those who learn from me since several years and evolve impressive on their journey. This is why I love my job. It is not a finished miniature project or a new upload to Putty&Paint.
makes me happy and my future focus will definetely go even deeper in this direction, but still without using patreon or any other online form in teaching. I love to teach hands on in weekend seminars or private coachings. It gave me so much insight into my students needs and it really helped me to learn to become a better teacher everytime. The teacher in me gets satisfied the most as hands on teaching is something different. Those of you who have been on one of my seminars know what I am talking about 🙂
Slowly the urge to paint bigger projects again came back to my soul.
Not reasoned by following an actual trend or drive, just for me. What really clicked me was one episode of the beautiful Netflix production “Love, Death and Robots” called “Zima blue”. I can only recommend this episode to you.
With that click moment I slowly returned to my #happypainting and therefore I decided to create a small project with something I darely love: cats. Plus the calm and joy they bring to me.
It also was a good timing to finish a base that Raffa and I did build together
You can see more photos on Putty&Paint or via romanlappat.com
It was a very therapy-like project and I was happy to be able to enjoy its creation a lot. It has quite the deep meaning for me and I am happy that the outcome is so unique.
The cat figures in 28 mm are from minisocles.fr.
Unfortanetely they do not ship outside France anymore :/
This unique diorama is for sale. If you are interested, please find more information via my PDF cataloge on my miniature art.
I hope you like this diorama as much as I enjoyed creating it!
Keep on happy painting!
Published 16 April 2019
Star Wars: Age of Rebellion
Daring Allies, Fearsome Adversaries
Preview the NPCs found in Allies and Adversaries
Pre-order your own copy of Allies and Adversaries at your local retailer or online through our website today!
War rages across the stars, as the Rebel Alliance seeks to overthrow the evil Galactic Empire. The Emperor and his apprentice Darth Vader direct Stormtrooper legions against the uprising, while Leia Organa and Luke Skywalker lead efforts to restore peace and justice. Bounty hunters and smugglers find opportunity in the turmoil. Civilians, droids, and creatures everywhere simply try to survive. In these turbulent times, even rogues can find themselves joining the conflict and becoming heroes that determine the fate of the galaxy.
Allies and Adversaries brings these characters to your games of Star Wars Roleplaying in a complete codex of over 100 characters, each fully statted for easy use in campaigns of Edge of the Empire, Age of Rebellion, and Force and Destiny!
Join us today as we preview some of the iconic NPCs featured in Allies and Adversaries!
Chewbacca is recognized around the underworld as Han Solo’s more respectable Wookiee first mate, unflinchingly loyal even though he might be a reluctant partner in Han’s wilder schemes. Chewbacca’s loyalty is well-earned: he believes he owes Han a life debt, driving him to protect Han in return. The two met on Mimban, where Solo helped the
Wookiee escape Imperial imprisonment and joined a criminal gang on an ambitious heist. The two stayed together afterward and became an inseparable team.
Chewbacca is a fierce combatant. He plays up his appearance and reputation as Han Solo’s muscle, while Han relies on the Wookiee’s reputation for strength and violence to intimidate his enemies. Chewbacca also certainly has Rebel sympathies. While Solo ostensibly makes the big decisions for the pair, Chewbacca has considerable influence and often guilts his partner into doing the right thing.
Chewbacca is almost always encountered with Han Solo, though the Wookiee sometimes has missions or tasks of his own in which the PCs might be involved. Chewie is constantly working on the Millennium Falcon and can often be found wherever the ship is berthed while Han takes care of other business.
Chewbacca is a fearsome foe or ally, and thanks to his life debt, he can spend a Destiny Point to reroll a skill check when aiding Han Solo. Aside from loyalty, Wookies are known for their dramatic temper and tendency to rip arms off. With the Wookiee Wins ability, Chewbacca can spend a triumph during Brawl checks to inflict the Maimed critical injury!
Whether you cross paths with Chewbacca as a friend or foe, he is a force to be reckoned with during any adventure.
Rule Through Fear
Wilhuff Tarkin is one of the Emperor’s most highly trusted officers and one of the most influential members of the New Order. Chancellor Palpatine was instrumental in drawing Tarkin into politics and into positions of increasing authority. Tarkin served as a captain and admiral in the Grand Army of the Republic, and once led his home world of Eriadu in the Seswenna sector. Tarkin has advocated ruling through the fear of force more than through force itself, which he included as a key part of his Tarkin Doctrine.
Grand Moff Tarkin’s influence reaches far beyond the Death Star project. As one of the galaxy’s most powerful political and military commanders, he may become involved in virtually any major Imperial situation. The completion of the Death Star occupies much of his attention, but his support of additional projects, such as Grand Admiral Thrawn’s TIE defender, can lead him to other weapons development and manufacturing facilities in the galaxy. If Rebel PCs become too effective or popular, he may personally lead a force to deal with them.
Going toe to toe with Tarkin can be an intimidating affair: his Commanding Presence can add advantages and successes to his allies and disadvantages and failures to his enemies. Tarkin’s strength comes from his ability to rule through fear, and any characters that oppose him will have to take on an inspired Imperial legion.
The Scarred Hunter
A disgraced Wookiee in exile, Krrsantan fled Kashyyyk by volunteering to fight for the Xonti Brothers. Without Krrsantan’s consent, the Xonti Brothers grafted mechanical enhancements to Krrsantan’s body, making him practically invincible in gladiatorial bouts. Enraged, the black-furred Wookiee fled, eventually becoming an elite bounty hunter hired by the likes of Jabba the Hutt and Darth Vader. However, much of his time is spent partnered with Doctor Aphra, who has promised him a lot of credits and a lead on the Xonti Brothers. Krrsantan has sworn to repay the brothers in kind, in some twisted version of the traditional Wookiee life debt.
Large even for a Wookiee, Krrsantan has black fur braided and decorated with gold baubles to distract from his many scars. The largest, which cuts across his left eye, is allegedly from the blade of legendary Jedi Master Obi-Wan Kenobi. Krrsantan wears a traditional armored harness and pauldrons in the style of Wookiee warriors from the city of Kachirho. He revels in hand-to-hand combat, even engaging in gladiatorial bouts to the death for fun.
Black Krrsantan can turn up anywhere in the galaxy, but he’s most often found in or around spaceports that house extensive criminal networks. There, he might hunt down any number of scum on behalf of galactic power brokers. His work with Aphra often sends him to archaeological sites, museums, and universities. If someone has hired Black Krrsantan to hunt the PCs, he forces a confrontation the moment he feels the odds are even or better. He prefers to fight barehanded, throwing, punching, and choking enemies into submission. Krrsantan prefers direct confrontations, using his bowcaster only if outnumbered.
Taking on Krrsantan in a direct fight is highly inadvisable—with his Pit Fighter ability, the fearsome Wookiee can add 30 to any critical injury roll stemming from a Melee or Brawl check!
Strength in Numbers
Banthas are found on thousands of worlds across the galaxy, with hundreds of variant species demonstrating this mammal’s adaptability. They are able to thrive in a variety of environments, including marshy swampland, verdant forests, harsh deserts, and even polar tundras. Easily domesticated, banthas are used as beasts of burden and as a food source. Banthas are also used as mounts in numerous cultures throughout the stars.
Banthas are most commonly encountered as mounts or as herd animals. PCs may be tasked to guide a herd from one area to another, possibly requiring a variety of tasks to manage the herd and to help any banthas that are caught in distress. When used as a mount, the bantha can be a formidable opponent in close combat. Given their ability to carry a heavy load, banthas can also be utilized to carry PCs armed with heavy weaponry or aid in rapidly moving weapon emplacements.
Banthas can be easily domesticated and can also be used bear the weight of encumbering gear. It’s a slow moving method of travel, but one that is necessary when moving lots of equipment.
Friends and Foes
All these characters and more await you in Allies and Adversaries, a codex featuring the iconic characters of the Star Wars galaxy. Which of these characters will you cross paths with on your next adventure?
Enter the Star Wars galaxy with Allies and Adversaries (SWR12), available now for pre-order from your local retailer or our website!
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By Mantic Games
In yesterday’s blog we talked about the early stages of development for Hellboy: The Board Game. You can check it out here. For today’s entry we’re looking at how the game progressed once James M. Hewitt and Sophie Williams from Needy Cat Games joined the project.
James and Sophie have been running Needy Cat for a number of years now. James previously worked at Mantic as our much-loved (and missed) community manager and professional He-man cosplayer. He then went to work at a little known independent games manufacturer called Games Workshop where he worked on something called Blood Bowl and Warhamer Quest *shrugs*. Sophie also worked at the boutique store, Games Workshop, and since launching Needy Cat Games has designed the skirmish game Ancient Grudges: Bonefields.
Immediately James and Sophie began tinkering with the basic mechanics we’d established, i.e. a co-operative game for up to four players in which the BPRD explores a gothic location and hunts down a suitably terrifying beast! Yeah, so not a lot to work on…
However, something they immediately realised from reading the comics is that there’s a decent portion of investigating involved in the original stories. Often Hellboy and the crew won’t know exactly what they’re facing. Instead they must hunt for clues at the scene and, invariably, fight some wicked minions along the way, before facing off against a towering monster (like Sadu-Hem below).
With this in mind, James and Sophie began by splitting the gameplay into two key elements: investigating and, somewhat inevitably, combat. For the investigation element you’ll have to search your surroundings for clues about the threat you’re hunting down. If you fail to find a piece of the puzzle, then the final confrontation will be a whole lot tougher.
Combat is also a key part of the comics so James and Sophie wanted to ensure this was as cinematic and fun as possible. As a result you’ve got Hellboy punching monsters around, Liz setting fire to things, Abe taking aim with his gun and Johann possessing his enemies. The combat (and investigating for that matter) both use a really simple but rewarding custom dice system that we’ll cover in a later blog.
With the two elements of gameplay defined, this led to the creation of the Impending Doom Track and the Information Gathered Track. The former tracks how much danger the agents are in and how close they are to the final fight. While the latter shows the amount of evidence they’ve gathered. This could be a piece of equipment or vital information that will expose an important weakness ahead of that end battle. A key part of the game is successfully balancing these two elements and there’s often a frantic race to grab that crucial info before the Impending Doom track reaches its dramatic conclusion. Stay tuned to a future blog for more details about these.
Another genius element introduced by the Needy Cat crew was the creation of the Case File deck. We always had the idea that it would be great if missions were contained in a top secret envelope so you never knew what was coming. However, we took that one step further with the Case Files. Before each mission you’ll need to crack open a small, top secret envelope to unveil a deck of cards.
These cards act as the scenario generator for the mission and explain things like how to set up the board and trigger special events. Thanks to the secretive nature of these cards, the first time you play a mission, you’ll have absolutely no idea what’s in store. Even the final boss might be a mystery.
Finally James and Sophie’s other key idea was the exploration mechanic. The Case File reveals the initial set-up but after that you’re on your own. Each time you enter a new room you’ll flip over an Encounter Card. Each room is split into four areas and the Encounter Card tells you what’s inside, e.g. some monsters, a clue or a piece of furniture to search. A little like the Deck of Doom cards, these are placed randomly so each game has the potential to play differently, even if you’ve completed the mission before.
To surmise all the above, James and Sophie have turned what we always thought would be a good game into an absolutely GREAT game. All the games we’ve played here at HQ have been fantastic fun – and no two (even the tutorial) have ever played quite the same.
Hellboy: The Board Game is available to order NOW from the Mantic website. Plus we’ve got less than 100 of the amazing Collector’s Editions available, which are perfect for those that missed out of the Kickstarter.
The post Developing Hellboy: The Board Game Part Two appeared first on Mantic Blog.