Tag Archives: boardgames

Runaljod: The Sound of the Runes – Heroic Battles in A Frozen Apocalypse

Our streak of luck is maintained as this week we were able to get our hands on the early version of a rather cool and epic sounding board game, Runaljod: The Sound of the Runes! Runaljod is brought to us by Tempo Games, a Spanish company.

In the competitive world of indie board games, it is quite common to see some interesting and beguiling game mechanics. Runaljod is one such game, but we think it stands out as a game that most of us will enjoy more because of its fusion of tactics and chance.

Runaljod is an adventure board game. It combines tactical combat with dice rolls and special abilities, board exploration with random encounters, and casting runes to provide power to your characters actions and abilities.

If you have played; Hero Quest, Star Wars: Imperial Assault or Mice & Mystics you will be familiar with the mechanics of this game. Runaljod does all of these games justice too.

It is worth mentioning that the prototype game we played is still going through adjustments and testing. The rules were also hastily translated from Spanish to English, so we hope we got things right!

Let’s take a look at the game as a whole.

runaljod sound of the runes creator consortium board game tabletop game action fantasy norse early review kickstarter miniatures

What is Runaljod?

Runaljod is a cooperative game, putting the players and their characters against enemies and creatures found in Norse mythology. The game takes place on small board sections which are revealed as the game unfolds. The game is broken down into the hero phase and the enemy phase. The heroes do not follow a turn sequence as in other board games, instead they decide who will perform an action before deciding who can carry out the next action.

This player driven sequence means players must discuss and weigh up their options, because the enemy follow a simple artificial intelligence system… which we found to be quite lethal.

Now for a little more detail…

Narrative

In Runaljod, four heroes attempt to stem the flow of monsters and enemies who are flooding into their realm for reasons as yet unknown. Spoiler: there’s a big ass giant.

The game can be played in several modes, from single, one-off adventures, to campaigns where several adventures are linked together in the form of a narrative. Don’t have four players? No problem, the rules we received cover special circumstances so you can play the game all by yourself if you can’t find budding heroes to help on your quest.

We think it’s early days for the creators – there’s still very little out there regarding the rest of the story, but we think Runaljod to be a sleeping giant, an avalanche of story potential to really pack the game with world lore!

Setting Up

Runaljod seems a little complicated at first, but in hindsight this observation proved false. The process involves creating a deck of exploration cards, which determine the board pieces you use, the starting location of the enemies, monsters and heroes. The exploration cards also shows where there may be treasure and where to move to when you’re ready to try the next board section.

 

This exploration deck always contains particular start and finish cards, with random cards assigned to the middle of the deck. We liked this because it provides an element of chance to the game, providing us with different scenarios and challenges – in theory each game should be unique depending on how many cards are provided in the final released version of the game.

There are several other decks, which provide abilities for characters, equipment, random events and finally the enemy data cards and artificial intelligence deck. There’s also a host of tokens, which are used for special abilities, such as stun or bleed tokens, tokens for wounds, trance tokens (used by the Volva character) and coloured cubes for the hero character cards to keep track of health points and glory points.

runaljod sound of the runes creator consortium board game tabletop game action fantasy norse early review kickstarter miniatures

 

The board pieces vary in size and shape, from rectangles of 24x11cm to squares as large as 30x30cm. They’re also double sided, so the box isn’t quite so heavy, and we save ourselves a bit of deforestation – all new considerations to the board gaming world! There’s also the “Altar of the Gods” which is where the extra runes are placed, and acts as a home for the exploration cards and time tracker.

Finally, the miniatures are all placed on the board – and these are pretty well sculpted – but more on those later!

Your Characters

The four characters available are classic Norse / viking archetypes, each with their own special abilities and equipment: the berzerker, with a powerful axe and very little armour, the shield maiden with her stout shield to defend her allies, to the spell weaving Volva (a type of Witch) and the keen eyed Hunter with his bow.

Each character comes with their own “dashboard” which is where most of your planning and actions will take place, and of course a finely detailed miniature. Now, we know that these are prototype miniatures but the detail is rather impressive! Take a look at the 3D render of some of these miniatures, and compare them to the hastily taken photographs I took – check out that chain-mail detail!

The level of detail in the miniatures is carried into the enemy and monster miniatures too, more on those in a moment!

Their Abilities

Each character has their own specific deck of cards, which provide certain abilities to perform as actions. These actions require you to use a particular rune to activate, and once activated, that rune cannot be used again that turn – or even the turn after! This is because at the start of each phase you recast the runes, which we’ve described below.

Characters can purchase additional equipment which provides greater offensive and defensive measures during the game, which leads us nicely to the…

Novel Mechanics

There are several novel game mechanics which we found particularly pleasing. Not only are they novel, they’re also a bit of very cunning game design expertly disguised as fun game play elements.

The one we want to talk about the most is casting runes. Yes, much like in a real reading of the runes, you as the player takes up the handful of rune stones, shake them vigorously in both hands, and cast them down onto the table in front of you!

How these runes land determine how you may use them: if they land face up you may use them to perform actions and abilities – some abilities require specific runes to use, so if that rune landed face down, you cannot use that rune! However, if the rune landed on its edge, you can collect extra runes to throw later, or even harness the power of the gods by activating a specific godly rune which possesses a powerful ability.

runaljod sound of the runes creator consortium board game tabletop game action fantasy norse early review kickstarter miniatures

Why do we like this unusual system?

It feels good, it feels real and brings you to the table in a way that other games cannot. It’s a great way of bringing energy to the game too, because you’re all hoping to get to use as many runes as you can – Runaljod is a cooperative game, so to succeed you need to cast those runes as best as you can, or rely on others to help you when you don’t.

A good rune casting can also make you feel like a hero, without a poor rune casting making you feel like a useless chump – there’s always something you can do, even if you’re just formulating a plan and being the voice of that plan.

Interestingly, any runes you do not use to access an ability or skill are saved for the next turn, so if you’re struggling to throw some good runes you can save some, guaranteeing you actions on your next turn.

runaljod sound of the runes creator consortium board game tabletop game action fantasy norse early review kickstarter miniatures

There’s a time wheel in Runaljod, which marks how many turns you have left to complete the current section of the board – run out of time and you lose the game. Different events and exploration cads may reset this time tracker, or it may only partially reset the time tracker – we actually liked this, because it means you are sometimes forced to make decisions which you normally wouldn’t in a typical board game.

The attention to detail in Runaljod is great, because the time tracker uses a serpent motif with the head of the serpent approaching the tail, bringing the world to its end – if you’re not familiar with Norse mythology, this is Jormungandr, the world serpent who takes part in the end of the world, Ragnarok!

With a single turn left, you may have to decide who dies and who lives from amongst the heroes, as the goal is to defeat the enemy in time. Make a poor choice, or attempt to heal your allies and you potentially waste time. Don’t be put off by this though, as it’s part of the game challenge and shouldn’t be seen as a negative impact – it adds tension and a dash of excitement.

Your Enemies & Artificial Intelligence

Enemies in Runaljod are savage. The enemies act depending on the draw of a card. This makes the game particularly blood thirsty on occasions, particularly when enemies are told to target a specific character over others!

Each type of enemy is given up to two actions, sometimes stating the direction or target they should take. And it’s not always the nearest hero they have to target! What we liked about this card system is that some detail the order in which the specific heroes are targeted, using the different coloured shields present on the character cards.

Sometimes an enemy miniature may be told to move and attack a hero with a specific damage token. When no target has that specific token, what does the enemy do? It simply defaults to the nearest target it can, and performs actions accordingly.

The exception to the A.I deck are enemies or monsters that have their own decks, which provides in detail what actions that miniature does. This gives them specific attacks and allows them to act differently from the rest of the enemies.

Combat in the Frozen Land

Combat is straightforward in Runaljod, but that doesn’t make it easy!Every offensive action or item has colour coded squares present on their card. Thee translate into dice. There are three types of dice, white, black and red.Each dice has a face of different weapons, which roughly translate to 1, 2 or 3 points of damage.

runaljod sound of the runes creator consortium board game tabletop game action fantasy norse early review kickstarter miniatures

Each enemy, monster and hero has a defence value, which deducts the damage dealt by the dice. But be warned! Each dice also has the infinity symbol, which allows the attacker to perform special attacks, which can include powerful abilities such as being unable to defend against the dealt damage.

Damage is translated to health points, and when a hero uses up all their health points, they are knocked down! But there is an action to get yourself up again!

We like the combat dice, they are reminiscent of good old Hero Quest (remember those dice with skulls and shields on them?) So there’s a nice nostalgic feel whilst being efficient and quick. That isn’t to say making the choices or having the runes available make it the combat easy!

Appearance & Artwork

The artwork is superb, evocative of the cold northern climate that Norse sagas are famous for. It also adds an epic element to the game, as we see titanic wolves, colossal giants and other nightmarish creatures.

Rodrigo Flores is responsible for the artwork here, but much like Tempo Games, I cannot find a link to showcase his other artwork. I’ll be in touch and see what I can find for you! For now, enjoy some of the samples Tempo Games have to offer…

runaljod sound of the runes creator consortium board game tabletop game action fantasy norse early review kickstarter miniatures

Miniaturas Alemany produced for the excellent miniatures for Runaljod – the same company who produce high quality miniatures for Avatars of War and Chaos Factory. These are not your regular run of the mill miniatures, and I suspect that the resin casts are probably going to be just as well defined in the final product. They’re awesome miniatures!

Final Thoughts

We think Runaljod is a game for gamers. It is a little more complicated than the likes of traditional or abstract board games. That said, once we got started the game become more intuitive and easy to follow. We tried the game with four players and a “games master” to speed things up. With a proper translation and some proofing, we think this issue will be resolved easily.

The game feels great, it is a high fantasy sword and sorcery style board game with a focus on combat, but also includes some character advancement. It can be fast paced with practice, and it really can punish you for a mistake. We love it because it was atmospheric, a challenge and delicately balanced. The artwork and miniatures are evocative and perfectly detailed, making this game the best polished game we’ve tried so far – even CMON would struggle to get this level of detail!

We’re told that Tempo Games are hoping to create Runaljod: The Sound of the Runes for German, Italy and Spain, covering the entire of the EU, or as close as they can!

Runaljod kick starts in 22nd October, assuming no delays!

If you want to see some of the mayhem played out, you can check out Summoned Games on YouTube. We’d like to thank them for giving us the opportunity to play the game early!

That’s all from me, drop us a comment and tell us what you think of Runaljod so far!

Ferris, CC

@FerrisWrites for Twitter, or our Facebook page!

Damnation: The Gothic Game, Revamp of the 90’s Classic Horror Game (for all the family?)

You walk alone down a dark corridor, footsteps muffled on an ancient red carpet. Candles burn in the gloom, their light muted by the cold and damp. You pause, as a familiar figure glides across an intersection – it was someone far worse than Dracula…

It was your friend.

The Gothic Game, a game of murderous mayhem for friends, is getting a revamp (pun intended) from the original game edition from 1992. Soon we will see Damnation: The Gothic Game!

What was the Gothic Game?

Originally dreamt up in 1966 by Nigel Andrews & Robert Wynne-Simmons, the Gothic game didn’t get an official release as a full board game until the early 90’s, when the game was published with full artwork board by Angela White. The game-play is described as a battle royale of player elimination.

The game took place in Dracula’s castle and involved fast paced action, with the last player standing as the winner. Much like a game of Cluedo, players travelled around the board using a maze of corridors and rooms, making discoveries and collecting items with which to kill others or defend themselves. Players could end up in the moat, stuck in the dungeon or in a bottomless pit of doom.

Each player started the game with 100 points of stamina, which were lost when another player attacked them, or they draw a card from a room they entered and set off traps or suffered supernatural events. If they were lucky, they’d find a weapon or armour of some sort.

To top it all off, Dracula could use an unfortunate player to roam the corridors of his castle draining others of blood and eliminating them from the game!

The Gothic Game had a great feel to it, from an age where the objective was to have fun with family and friends. It was easy to learn and fast to play, with scope to outwit your opponents or throw yourself into danger to not give them the satisfaction of killing you!

Even when Dracula assumed a player, that player had limited turns to kill and get back to his vault. The more Dracula killed the more time he got to roam and hunt, making a terrifying prospect a legitimate game tactic!

But all of this passed quite quickly, and the Gothic Game was lost to the annals of time. And that was it for decades – a limited edition board game that was popular, fast and fun.

damnation the gothic game horror Dracula fury dark castle creator consortium murder adversarial terror hellish hell

Until now…

We have been fortunate enough to play the old version of the game. But what about the upcoming revision by Black Letter Games (BLG)? BLG has assumed the rights of the game and plans on kick starting in late October (suitably, near Halloween).

I was even luckier, because Summoned Games invited me over to trial the revised version of the game, and I’ve got the chance to write up the review! There’s a chance to get your hands on the old version of the game, which I’ll give you the details for later on.

First though, let’s take a look at the new, darker and grittier Gothic Game, Damnation: The Gothic Game!

damnation the gothic game horror Dracula fury dark castle creator consortium murder adversarial terror hellish hell

What’s New?

First off, it’s a hell of a lot darker than it once was. Reading the top paragraph of the rule book makes it pretty clear:

“Damnation: The Gothic Game takes place on a plane of Hell where Count Dracula holds dominion. Here, a group of villains from the Victorian era find themselves damned for all eternity.”

It gets worse, as the introduction unfolds: each dusk the villains are both resurrected and cursed – cursed to have no memory of the day before, stuck in endless horror of stalking and stalked by one another, presumably for the terror and violence they caused in their lives.  Already this game sets the tone quite clearly: you’re not good people and you’re not getting out. It makes perfect sense for a board game where you pay the same game over and over again, and yet retains its charm!

The Artwork

You know we mentioned Dracula? Well the art for Damnation: The Gothic Game has been brought to life visually by two Romanian artists, that of Hue Teo and Anca Albu. We’re impressed with how much (un)life they’ve brought to the graphics and art of the game. We could go on and on about it, but you can see for yourself what they’ve managed, just read on!

Characters

Character cards did not exist in the original version of the game. It is a sign of game development over the years, as Gothic turns from board game for all the family to a game that is heaped in atmosphere. These nameless anti-heroes fit particular character archetypes from the Victorian era, adding layers to the dark and Gothic vibes.

We have the Gentleman – dashing, refined, but is this gentleman all that he seems? The dark Stranger from a foreign land, and the Mystic a traveller driven from her homeland who conceals a terrible power.

These are just a few of the six playable characters in the game so far. Frankly, these changes make the game more colourful and characterful (obviously), lending the game that extra personal dimension compared to the original which provided simple coloured, plastic meeple!

Characters have some special abilities and a wound tracker, and we’re told there may also be the introduction of a sanity tracker too – even more ways to die!

Extra Dice

Players would roll a dice and work out in what direction they want to move, but now there’s a special extra dice which can make the game harder or easier: roll a candle symbol and your character may move one space more or less, which can be the difference between falling into a trap or not.

Or roll the castle symbol and draw a card from the special Castle Deck… hoping to god you don’t uncover more horrors!

Or you could roll the dark circle, where you trigger the first trap you come across regardless of how far you could move past the trap space!

Card Decks

The new version of the game adds literal variety in the form of card decks. No, don’t get put off, this isn’t a deck building game. These new decks are used to create tense moments at the roll of a dice or provide solace as the night unfolds.

The obvious deck are those found in each room which are unique to that room. When a player enters the room they draw a card, which may be beneficial or utterly crushing. And be warned, these decks are not huge or countless, and cards drawn are placed back into the deck after use… it pays to keep your attention on the other players!

New to the game are the Heirloom deck and the best deck in my opinion the Death Knell deck!

Heirlooms are provided to the players at random at the start of the game. They are given three, which are made up of trinkets and curiosities to help you win the game.

The Death Knell cards are randomly placed face down on the board. When a player is eliminated a random death-knell card is turned over by that player. In rare situations they may be saved, but likely it will hinder those players still alive, such as Hunters Moon; a curse that means players to the left cannot use protection cards to prevent incoming damage. Nice!

Finally, the Castle Deck, which as mentioned before only gets drawn from if you roll the necessary dice. These cards are random encounters, such as a ravenous wolf hound (which may or may not savage you or an opponent, if you play your cards right).

Once again, the new edition is adding many modern layers to the older Gothic Game, but in doing so it’s not taking away some of the charm. It felt nice to play the game, but the feeling was improved by the breadth and depth of these new decks.

Don’t get me wrong, the old game is full of charm, but by today’s standards it lacks that personal feeling of involvement. According to the Damnation: Gothic website, there are in total 130 unique cards, presumably portioned out into the many various rooms and play decks. Layered up like an onion – prepare for tears!

Game Board Revamp

Although the layout is similar, the artwork is vastly updated and improved. The addition of the cemetery adds a location outside of the castle itself, which carries with it risks and rewards of its own. Then there’s the Dark Tower, which can only be entered if you’ve claimed another’s soul (token)!

The board is littered with secret passageways, and trap points. What we found fun about the traps is that trap tokens are placed face down at random, so it’s unlikely you’ll have the same setup each time, unlike in the original. Step onto a trapdoor and find yourself drowning in the moat. Trigger a classic trap, the Pendulum, and lose half of your health. Or worse still, discover the Oubliette and end the game for yourself!

The artwork is second to none and instils the dark and seething dread that the game evokes so effortlessly: lonely narrow corridors and dark and mysterious rooms filled with thinly veiled threats all add to the atmosphere. This is a game for dark and windy winter nights.damnation the gothic game horror Dracula fury dark castle creator consortium murder adversarial terror hellish anca albu hue teo

 

Fate Tokens & Character Talents

Characters now have some extra abilities with which to survive! Fate tokens are added to a character sheet, providing some universal one-off abilities. Each character has at least one unique ability. The extra layers provide a bit of variation to the game, which is never a bad thing!

Soul Tokens

Yup, not only can you kill each other with an array of weapons, you can steal their soul too… and use them in a certain place in the castle to unlock new cards, items and abilities… harvest them as much as you can, you’ll need them win! You can trade soul tokens for extra fate tokens, or as mentioned earlier, gain access to the Dark Tower.

Special Rooms

There’s a lot we could talk about here, so we’ll pick a couple to give you an idea of the mayhem and suffering you can inflict on your friends!

The first is our favourite – The Vault. This is the lair of Dracula. When a player enters the vault and Dracula is not already in play, they become the beast! This can be an entertaining venture for the players – Dracula has a limited number of turns to roam the corridors of the castle, hunting for the other players. If he passes over a character, he gains more blood and a little more time to keep hunting. If he gets back to the Vault in time, the player assumes their normal role, perhaps a little dizzy and unsure why their mouth is filled with the tang of blood!

damnation the gothic game horror Dracula fury dark castle creator consortium murder adversarial terror hellish anca albu hue teo

The Great Spiral Staircase. This bad boy is a slippery slope to death. If a player ends up in this room, they can only use their movement to travel down the staircase. At the bottom of the Great Spiral Staircase? Death, instant and inexorable! The only way to escape this room is by rolling a six on the dice, which you can then combine with your normal dice roll. You could be there a while!

“The Power of Adjacency Compels You!”

But why would you want to enter this room? Well kids, life isn’t always fair. A player can invoke the power of adjacency over players they pass in the castle corridors. This essentially allows them to decide the direction in which that player must move on their next turn… like a horrible pit of death!

Battle in the Darkness

When in possession of a weapon card, players may target each other to perform attacks, dealing damage to their victim. Of course, the target player can use items to defend themselves in the form of equipment or action cards. So be careful who you target – they may be more than they seem! 

Not all death comes from Dracula, traps and hidden rooms – the players are here to be the winner, the last player standing. Naturally, this will involve direct conflict with each other.

What we would like to see…

We played the prototype version of the game, but there are few things we’d like to see:

  • Reference cards, which may reduce the amount of rule book referencing.
  • More character choices, but in honesty, we’re just being greedy!
  • Sudden Death Mode for the final players (optional).
  • Someway of making doors more visible (a simple standee could add a bit more dimension!)
  • Some different ways to play or ways to win (which BLG say they may be looking into!)
  • Expansions: extra rooms to tag onto the board or replacement tiles for extra variation and playability!

damnation the gothic game horror Dracula fury dark castle creator consortium murder adversarial terror hellish anca albu hue teo

Final Overview

This game is fast paced, amusingly adversarial and filled with graphic, bloody fun. It can be quite a quick game to play, although we found towards the end with just two players left it can become a face-off (later we learned we had not played some things correctly, however). That said, there are hundreds of ways to die in Dracula’s hellish domain, and he is just one of them!

Overall, we think the game is set to receive a lot of interest over the next few months. It looks great, it feels great and as we mentioned several times already, there’s so many layers of interest to keep even the most jaded tastes interested.

There’s a lot going on in this game, but it’s not too heavy to take the fun out of playing. It is definitely a game for friends and family, although some of the concepts are a little more grown up.

We still have access to the prototype, so if you have any questions, drop us a comment down below, or find us on Twitter (@FerrisWrites) or our Facebook page.

damnation the gothic game horror Dracula fury dark castle creator consortium murder adversarial terror hellish hell

Want to Win a Copy of the one of the few remaining Original copies?

If you want to see some of the mayhem played out, you can check out Summoned Games on YouTube. They are offering an original copy of the game, from 1992 as a prize. To enter, you just need to subscribe, comment on the video and / or like their Facebook page. What’s more, it is open to anyone anywhere in the world – they’re willing to ship it anywhere in the world.

We’d like to thank Summoned Games for letting us take part in the early game, and of course, Blackletter Games, for creating an amazing revamp of the original Gothic Game, and having faith in letting us see, play and review the game before its release and kick start.

We’re reliably informed it will be available for pledges late in October, and be in the region of £40-£50 (though this is still to be confirmed).

That’s all from me, enjoy your weekend!

Ferris, CC

@FerrisWrites on Twitter

Cthulhu: The Horror in Dunwich – Horror that won’t let you win

Cthulhu: The Horror in Dunwich (HiD) is a stand alone deck building game for people who find fun and mirth in being repeatedly defeated.

Allow me to explain…

HiD is set in the Cthulhu mythos, based on the legendary cosmic horror from the fiendish mind of H.P. Lovecraft. The mythos is a popular area to explore for anyone wishing to be caught up in the dark cults and weird extraplanar horrors found in any of Lovecraft’s stories.

If you’re not familiar with the narrative of Lovecraft, the best way to explain the concept is that normal everyday people get caught up in supernatural tales utterly beyond their control. Humanity is so insignificant, it simply will not last should the dark and awesome power of beings far stronger than any human concept of Gods, awaken.

HiD is a game that brings this existential dread to the fore, and it does so with an abundance of gritty flare!

Synopsis

HiD is a stand alone expansion to Cthulhu: A Deck Building Game. This just means that it is a continuation of the story, as Investigators (you) are thrown into the unbearably harsh task of defeating the Elder Gods and their horrific minions.

The investigators are called upon again to defeat the terrors of the night in Dunwich, a place well known to readers of The Dunwich Horror (Lovecraft, 1928). Invited by Dr. Armitage of Miskatonic University, the investigators must research strange and terrible spells and tactics to defeat nameless and cosmic forces to save the world.

Characters

Each player assumes a character which posses a set number of sanity and health points (counted with some funky Cthulhu clips that attach to the character card). Each character also has a special ability and an ability which can be used each turn even if the investigator has died in the cosmic struggle, the After Death ability.

Cthulhu horror Dunwich Lovecraft deck builder building pulp creator consortium

Setup

There are many variables here that the game could be played so many times before getting the same game twice!

Depending on the number of investigators, a number of Elder Gods are randomly deployed. These Elder Gods are the likes of Cthulhu himself or Dagon from under the sea. Elder Gods are picked at random.

Next, a Location is randomly picked. Locations offer up effects for the duration of the game. In our play through we fought in an ancient tomb, where minion creatures had double their health points!

Finally a deck of Mythos cards and Library cards are shuffled a stacked up. Mythos cards are bad stuff that happen each round, helping the Elder Gods in their diabolical schemes, and Library cards are the skills and tactics that you use during play.

 

 

Mechanics

HiD is pretty standard for deck building games. Players begin with a simple and very small deck of cards, and take it in turns to purchase more cards from the library, with Moxie as the currency.

Interestingly, not all the starting cards in the investigators library are good cards. Amongst the cards are three damaging cards (Stagger cards) aimed at wounding the investigator – sometimes an event during the game, such as a Mythos card, will force a player to use all of the cards in their hand – woe betide the investigator who gets an axe to the ribs!

 

 

The game is split into 3 phases: planning, combat and cleanup.

Briefly…

Planning is when cards are “bought” from the library, but only the cards on display. When all the cards are bought that’s it for the turn, no more until later! During planning the investigators use their Moxie as a currency. Be warned however, any moxie you spend now can’t be used in the later steps so spend wisely!

Combat is when the elder god and its minions act! This also includes drawing a mythos card which is usually a special twist to the combat round… to the detriment of the investigators, no less! After the elder god(s) have beaten you to a pulp or shredded your mind and their minions have taken their fill, it’s your turn to fight back, assuming you can!

Finally in the Cleanup phase damage is calculated, the corpses are cleared away and the investigators get to check out what other tactics or spells they can use next time (assuming they made it thus far!)

Screenshot 2019-09-20 at 17.19.59

How does it feel?

From the outset it feels difficult. You need to create a deck of cards quickly. This is a frenetic feeling, so when you combine this with the systematic destructive powers of the elder gods the game gets dark fast.

The odds are stacked against you before the start, and randomly picking the elder gods and location create an amusing sense of tense dread. It’s nice to know that you’ll likely never play the same game twice.

This after death malarkey for each character is actually quite good because it allows unfortunate players who are out of the fight early on to stay in the game as more than just an adviser or spectator. Kudos to Wyvern Games!

The artwork really inspires the Lovecraftian theme, with the spells, action and equipment cards looking dark and detailed. The fact that you can play the Hobo wearing chain mail and carrying a rifle really helps too!

Ideally you’d play this game as a group of 3 – this optimises your chances of winning… well, not that your chances are good!

Cthulhu horror Dunwich Lovecraft deck builder building pulp creator consortium

Cost

At the time of writing, the Kickstarter has already closed and late backing is no longer possible. We were told by Wyvern Games (via Twitter) that you can talk to your local gaming store who can place orders through Impressions – I suspect this is US based only, so I’ll poke for more information!

We estimate the game to cost around £40, using the Kickstarter pledges as a guide.

Find Wyvern Gaming here!

Conclude…

If you want to watch us bumble our way through the first game you can follow the YouTube link here, by Summoned Games. Mr Dodd is steaming through his reviews and we’ll be working closely with him to bring you more helpful content.Watch this space for yet to be released game reviews!

Watch this space for yet to be released game reviews!

We hope you’ve enjoyed our micro review, if you’ve got any questions or comments you can post them below!

Bye for now!

Ferris, CC

 

The 9th Age Part 2: A World of Story, A World of War

We kick off part two of our 9th Age review just after the release of the “legendary” version of the “Warriors of the Dark Gods” faction and by the gods, it’s packed full of cool stuff. This is great timing as we’re going to be looking at the background, theme and lore of the 9th Age (you can find part one, here).

In this Article

  • We shall briefly look at the world composition and history of the 9th Age,
  • Introduce some of the darker themes,
  • Take a look at a couple of the factions, comparing them to similar factions from Games Workshop’s old Warhammer Fantasy Battles,
  • Finally, we’ll look into the new Warriors of the Dark Gods faction book to see just what the 9th Age team are capable of.

The Written Lore

Before I begin, it’s worth mentioning the writing style of the lore and setting of the 9th Age. Rather than being a single monotonous view point, the style instead portrays the world through personal accounts, letters and journals, detailing the wonders and horrors of the 9th Age. Some of the characters are recurring throughout the texts providing successive layers to their often woeful stories. This style of writing was common during the early decades of the last century but dropped out of favour with the advancement of film and TV.

Pick up any fictional book from that early era and you’ll see what I mean: H.P Lovecraft (Cthulhu mythos), H.G Wells (War of the Worlds), Mary Shelly (Frankenstein / The Modern Prometheus), all use this style of writing. It’s effective because it puts the reader next to the author and immediately draws our attention. The reader knows from the outset that the account is first hand, likely to be believable. In my opinion, a well executed literary move by the 9th Age writers.

The World of the 9th Age

Dark & Gritty? We shall see. What I think stands out from the history is the poetic style. The 9th Age history is presented to us in several verses, similar to something we would find in a bible or viking saga. They call it the “World Hymn,” found on a tapestry thought to be ancient in years, perhaps a copy of a similar, older Dwarven text. The Hymn details the previous ages in allegory, of how the ancient lizards races once ruled the world, and how a comet gave the first sign to rebel and break free.

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

Perhaps because it is still early days the world seems to be breathing and growing slowly. The groundwork seems to be there and we’re likely to see more content as each faction receives its legendary faction book. We must remember that the 9th Age is designed with tournaments in mind but with all the effort into creating such a beautiful world, are we asking too much to hope that there will at some point be a narrative story arc? Maybe we might one day see the “Storm of Father Chaos” as a campaign?

Indeed in the executive board mission statement it is made very clear that they believe the background is critical for players to access and fully enjoy the 9th Age. They’ve given the Background Team powers to oversee the story development, so expect to see full on Legendary versions for each faction over the coming years… and if they’re anything like Warriors of the Dark Gods, we’re all in for a great deal (free, totally free!)

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

Perusing one of the 9th Age forums recently suggested by Ghiznuk (a member of the Translation Team Russian), I gained an insight into the world setting development. In it, Ghiznuk explains how the world map is designed and how it must permit different factions to have a reliable narrative reasoning for encountering one another. It’s such a simple idea but one that never seemed to be fully realised in Warhammer Fantasy Battles.An example: the Highborn Elves were once part of a huge empire which has since crumbled, leaving countless outposts in the form of harbors and ports scattered across the world. These elves are a mighty naval force and thus have strong trading routes, allowing factions to encounter them.

An example: the Highborn Elves were once part of a huge empire which has since crumbled, leaving countless outposts in the form of harbors and ports scattered across the world. These elves are a mighty naval force and thus have strong trading routes, allowing factions to encounter them.

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

I think it is fair to say that in their mission to gather and develop more players, the 9th Age teams are performing a herculean effort to produce something of quality – the fact that this is essentially volunteer work towards something created by and for the community makes it more remarkable. If the last two paragraphs haven’t given you enough to believe in it, I guess you’ll just have to read on…

Killing for Fun, or with Purpose

It came to my attention on one of many frequented sub-reddits that a few people are put off by the fact that the 9th Age was, as they understood it, designed purely for tournament players. I can see where this misconception came from. One redditor went as far as to say that they wished the game had some sort of scenarios to make the game-play more engaging, much like Age of Sigmar does now (you pretty much HAVE to play Age of Sigmar as a scenario). It did not take me long to find what I was looking for…

The 9th Age Scenario Supplement!

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

With a book of 18 scenarios, there’s plenty of scope to create a series of skirmishes or mammoth battles with a purpose beyond simple annihilation. Each game can be randomly generated with some dice rolls, or picked from a list to create narrative campaigns. Problem solved!

A Note on Equal Representation

Reading all the different snippets of background out there, we get the impression that female characters are more represented than in Games Workshop, even by their current standards. There’s little reason that GW can’t rectify this quickly, but it seems to be going at a slow pace for them currently. Not so for the 9th Age! This is great, and I’m certain the inclusivity will encourage players of all identities.

Moving onward, I think it is time we had a spotlight review on some of the factions. I chose these two factions because they are my favourite themes; noble elves and efficient troops of the empire!

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

Factions Spotlight

I should point out that the background lore for most of the factions is pretty slim at the moment. The exceptions to this are Demon Legions, Sylvan Elves, Undying Dynasties and the newly released Warriors of the Dark Gods (which I’ll take a deeper look at later). For the time being, most of the background is contained within snippets of accounts and journals scattered throughout the 9th Age website or contained within the above mentioned faction books. There is an effort to get everything into one easy to access source, fully translated, but community driven projects on this scale can take time. As mentioned previously, there is a concerted push to achieve this grand goal!

Still, even with these little taster pieces, the nature of the different factions should be familiar to those who possessed an interest in the Warhammer Fantasy brand. Even if you’ve never played the tabletop war-game, some of you will be familiar through digital or role-playing games such as the Total War series or Warhammer Fantasy Role-playing Game (recently published again by Cubicle 7).

I’ll admit that my Warhammer lore is a little rusty, but if you get a chance, leave a comment after reading this and let me know if you’re getting a similar feeling with any of the factions currently in the 9th Age!

Highborn Elves

Look and Feel

The Highborn Elves are similar to the middle-era of Warhammer Fantasy Battles. In a nutshell they are:

  • A civilisation in retreat,
  • A nation of naval traditions with settlements all over the world,
  • Highly trained troops who are quick to strike,
  • Heavily armoured or mixed lightly armoured
  • An adaptable force, with giant dragons, powerful or swift cavalry & multipurpose infantry,
  • Brimming with high magical potential
  • Disciplined troops, less likely to behave poorly and let you down!

History

There are a tonne of similarities with the Elves of the Warhammer world and the 9th Age, which is pleasing to see because there’s such a rich and noble history involved. From the snippets of information we have we can glean that the Highborn are in retreat, very Tolkien-esque. We are told that they’re divided into three hence the factions symbol of 3 spheres, each representing an elemental theme such as wind, waves and fire.

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

For ease, I’ve copied the brief history snippets for you to read here.

“The white isles of Celeda Ablan, home of the Highborn Elves, are said to be a truly awe inspiring sight. They are guarded by fleets of the finest ships to set sail, and phalanxes of Elves blessed with the natural grace and skill of their people. Led by Princes borne aloft on terrifying dragons, the Highborn have ever maintained a proud and aloof manner, yet they are capable of fighting with the same savagery their cousins display.”

“Although they have the greatest naval power the world has seen, the Highborn Elves have retreated from many of their former conquests. Despite this, they continue to hold outposts on coastlines across the globe. The fall of the Highborn’s appointed Raj, ruling over the Sagarika Kingdoms in their name, marked the extent of their decline. Yet even with increasing resources diverted to combat the Dread Elf threat, they still dominate the seas and the resulting trade.”

“In the mists of time, they rebelled against the enigmatic Saurians to become guardians of much of the world, while the ancestors of the Dwarves held the rest. Once they were a single race, yet their united rule could not endure. Even these most graceful of beings are not immune to in-fighting or betrayal. The details are veiled in allegory and myth, but it is clear a great schism rent the Elven peoples asunder, resulting in the three powers we see today.”

Note that these small parcels of information hint or mention other factions, such as their cousins, the Dread Elves and the human Sagarika Kingdoms (which we learn in other sources was sponsored by the Elves to help overthrow the rule of the Ogre Khans!)

Game Abilities

Martial discipline is a key faction ability which gives the elves some staying power. What they lack in physical resistance they make up with strong training. This ability allows the player to roll two dice instead of one, and choose the lowest (best) score for tests of leadership.

Unlike most elves in fantasy worlds, there doesn’t seem to be a huge physical weakness to them. The Resilience characteristic determines how “easily the model withstands blows” much like the toughness characteristic in Warhammer Fantasy. Compared to humans troops, Highborn troops are just as resilient however, their commanders are weaker, retaining a resilience of 3 compared to 4 for humans.

Their agility is great – in the 9th Age models with a higher agility score attack first. What I loved about the High Elves from Warhammer Fantasy was their speed but I didn’t agree with the “always strike first” rule as it seemed too forced. In 9th Age elves are fast not because of a rule, but because of their profile: a typical Highborn elf has an agility score of 5 compared to a normal human warrior who has a score of 3, making elves super agile.

I punched a simple army into BattleScribe and assuming it’s up-to-date, I was amazed that Citizen Spears (a regular unit of spear-men for the Highborn Elves faction) were even more agile in certain circumstances.

I’ll explain…

In the 9th Age, weapons all possess special rules. For spears this means they provide fighting in extra ranks (which Citizen Spears do already, so there’s plenty of attacks there), they provide a bonus to penetrating their targets armour (+1) and assuming they unit did not charge, are engaged and not flanked, grant a further bonus to agility and armour penetration. This amounts to an agility of 7, armour penetration of +2 and if they’re fighting in 3 ranks of 5, you’re looking at 15 attacks – sounds like a very effective greek-styled phalanx.

It seems that simple (basic) units are capable troops and are not just there to provide filler units to your armies. I got excited when I played around with the BattleScribe app and so purchased some Oathmark Elves – you get 30 miniatures in a box for around £25, so £50 essentially gets you 3 units of mixed spears, bows or hand weapons (I’ll review them another time).

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

Empire of Sonnstahl

Look and Feel

The Empire of Sonnstahl echoes the Empire from the old Warhammer world, as you would expect. It is:

  • Blocks of trained state troops,
  • Gothic knights riding heavily armoured horses,
  • Battle mages and War Priests,
  • Cannons and siege engines galore,
  • Works best when units are used together as a whole.

History

Replace the bearded Sigmar with Sunna, a female goddess who united the human tribes, and you’ve pretty much got the gist of the Sonnstahl Empire (Sonnstahl, as we learn below, is the name of Sunnas sword).

Throughout the snippets we get the idea that the Sonnstahl Empire, while lacking the extensive age and focus of the elder races, makes up its shortfalls in dedication and record keeping. It really is an interesting and refreshing idea that humans are able to record and pass down their learnings so that each successive generation is better prepared and able to learn more. It really gives the human faction a great feel.

“A nation founded upon the exploits of Sunna, goddess given flesh, our ally has developed far from its early days. The tribes Sunna unified have endured together, never forgetting her memory and glory, symbolised by her eponymous sword Sonnstahl. The core of human supremacy in Vetia, with Destrian wealth now united through marriage with its grand armies and economy, there is no limit to the Empire’s ambition.”

“But, to command such a diverse nation, an Emperor must not simply conquer in battle, he or she must compete in the political arena, navigating the treacherous currents of rival families and churches, to unite the nation against its enemies. A true seat of learning, with magic and technology refined into effective weapons, the Empire has become a master of many trades and has begun extending its grasp to foreign lands.”

Game Abilities

The Empire has a great feeling of tradition to it. Much like in Warhammer, the main human faction is designed with cooperation in mind. What individuals lack in raw brute strength, they make up in battlefield tactics and cunning.

Detachments allow for support units to respond on behalf of their parents units, meaning they can counter charge, shoot or support those units in trouble. This low-level mastery gives the Empire faction a strong sense of unity and training which marries well with the “state troop” feel it possesses. Lines of missile troops supporting blocks of eavy infantry has nice historical feel to it, which will appeal to history buffs, while allowing the fantasy element to smooth over a need for absolute accuracy.

Generals and Commanders of the Empire can also issue “Orders” once per turn. These play into the feel of the troops, as orders allow units to move faster, embolden them against losses or near defeat, make shooting units more accurate or brace a unit against an incoming charge. Multiple characters who can give orders stack up so long as the order isn’t the same, so in theory a stout line of missile troops and spears troops could effectively gain the accurate rule and fight in extra ranks which feels nice thematically.

An example of the above is a simple army list created with BattleScribe:

1 Commander, with bits and pieces.

15 Imperials Guard with greatswords (think, WFB “Greatswords”) as a parent unit, with a magical banner, the “Banner of Unity.”

2 units of 10 handgunners, both as support units.

This combination means that if the Commander issues an order to the Imperial Guard unit, the banner allows a further free order to be given to a support unit, effectively providing a chain of command across the units. They make ideal rank and file strategies when you start to add in extra commanders capable of giving orders.

Dark Lore – the Lore of Badass

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

So, the bit that’s really caught my attention and imagination this week: Warriors of the Dark Gods!

Warriors of the Dark Gods

This faction book is packed. I mean, seriously stuffed with stories and lore generating the background of the world effortlessly. It is a piece of art in its own right, with writers and artists packing in their hard work to create something that exceeds the stuff we see written by the likes of Games Workshop. I’ve said it before in previous articles, but for a group of people working for nothing, this is exceptional. It feels more like Warhammer Fantasy Battles than Warhammer Fantasy Battles! If this is what we’re to expect for all of the factions in the 9th Age, then we are to be truly blessed with something amazing.

Even the artwork is superb, but for me, the art looks REAL. It hasn’t just been banged out by a Wacom tablet and stylus, no, these artists have spent a great deal of time on their art and it really shows! (I have nothing against digital artists, I just expect more from the likes of GW who are funded by their sales!)

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

We are treated with 80 pages of storytelling, lore and fantastic artwork before we even get to the game mechanics section, of which there are nearly 30 pages of army choices and stat lines, completed with a quick reference guide to make consulting your stats easy. And don’t forget, you can simply download the “slim” version of the army book, which contains only the game mechanic components.

At the beginning of the book we are given a story of the trials of commander Ilarion Yanovich, whose frontier town becomes surrounded by raiders. Yanovich is visited each night by one of seven envoys from each camp, enticing him to their dark gods. In this story, we are given insights into the dark gods and how their warriors behave. The temptations and trials are reminiscent of Dante’s Inferno, with each envoy representing what we would call a sin. Yanovich appears throughout the stories, each snippet exploring the newer peaks of his plight.

The artwork here is amazing: tall, robust warrior figures in heavy plated armour representing each of the envoys. Take a look at the images below (courtesy of the 9th Age book). I can certainly feel the nostalgia rising in the artwork. Some examples carry a 90’s style I’ve missed so much, emulated so well that they could have passed the high standard of golden age of Games Workshop and the White Dwarf magazine. It is probably unfair to keep comparing the 9th Age with a well established setting, but the creative talents behind the 9th Age have managed to not just copy the art, but perfect it further.

9th Age tabletop wargame fantasy warhammer battles gamesworkshop

Moving on: as we read further we get an idea of how the world was made, of the Mother & Father who make up the twin worlds and of the veil, a hair’s breadth barrier between the two worlds. Mother is law and Father Chaos is the opposite. We’ve learned now that there are seven dark gods, but also an extra layer to the hierarchy, with Father Chaos acting as the Overlord.

The story of Anaba by a mysterious sorcerer further defines the pantheon, describing the symbol of the dark gods, an eight-pointed star. The longest point of the star symbolising Father Chaos. In the lore, it is said that Father’s plans underpin the plans of the seven. We also learn that those dark gods fashioned themselves on the sins of mortals.

The richness of this cosmic lore could go on and on, but I can’t stress enough how much you will learn about the 9th Age from this.

I could go on, but this article is already over 3K words and it is late in the night!

Join us for the next part, where we will undertake to create some armies of the 9th Age and battle it out over several scenarios to get an actual feel for the game. We will cover:

  • Choosing and creating our armed forces,
  • Create a narrative mini-campaign using the scenarios supplement,
  • A brief overview of the battles, with some analysis,

Then we will answer some questions, such as:

  • How long does it take to setup a game,
  • How long does it take to play a game,
  • How much it costs (potentially)
  • Is it accessible to new players and how easy was it to learn.

Join us, and we’ll see if we can’t convince you to try it for yourself!

(All images borrowed from the 9th Age website library, unless otherwise stated. 11/7/19)

Ferris, for the Creator Consortium

@FerrisWrites for Twitter

Our Facebook Page!

Controversial article on why we game Age of Sigmar a second chance.

Building Terrain for tabletop war games? Part One, Two, Three & Four!

The 9th Age: A New Warhammer Fantasy Battles?

A month ago I wrote an article on why I was giving Age of Sigmar (AoS) a second look. The response was brilliant – we managed 9K hits with a variety of reader interaction. Some of that interaction was, understandably, hateful. I addressed the comments, which seemed to suggest I was being paid to paint Games Workshop (GW) in a brilliant light.

In the same section of comments however, I was approached by Piteglio, founder of Veil of the Ages, one of many 9th Age supporting companies. I was asked, assuming I was impartial, whether I would review the 9th Age, a community created by not-for-profit groups of tabletop war-gaming fans.

The 9th Age website has just been published with its new, atmospheric and well presented website, so it makes sense to take a look and see what all the fuss is about.

So, welcome to what will be a 3 part series reviewing the 9th Age. In the first part I’m going to be looking at the game association as a whole, discovering its foundations and ethos. I’ll also be looking at the rules and judging them for how accessible they are to veteran and new war-gaming players.

In the later articles of this series, I’ll be looking into the theme and world lore and taking a look at some of the army lists available. My focus there will be comparing Games Workshop’s old High Elves to the Highborn Elves of 9th age, and the old Empire to that of the Sohnstal Empire.

Finally, I’ll get a few games under my belt and draw some comparisons to the old Warhammer Fantasy Battles in the last episode. This should be the culmination of the mini-series and maybe somewhere along the way I’ll convince you to try a few games for yourself!

9th Age warhammer fantasy battle Games Workshop WFB tabletop gaming wargame Fantasy

What is 9th Age

In some western cultures, if you cannot find exactly what you’re looking for, you should have a go at making it yourself – this is the core of the foundation of the 9th Age. When GW shut down their much loved Warhammer Fantasy Battles the gaming community around it had an emotional time. When Games Workshop introduced Age of Sigmar many of the players felt aggrieved, and to some degree I agree with them.

To challenge the absence of a much loved tabletop war-game, a small group of self-motivated players decided to revive their fondness of WFB by creating something of their own. 9th Age was born.

In a nutshell, The 9th Age is:

  • a tactical, rank and file tabletop battle emulation in a pseudo-medieval fantasy world,
  • maintained by hundreds of passionate players from all over the world,
  • totally free to get your hands on the rule-books and supplements, forever!
  • designed with precision for tournament gamers, yet easy to access for casual and narrative.

Initial Misconception

When I first heard of 9th Age, we played Warhammer and Dungeons & Dragons (among other games). When we realised that the 8th Edition WFB was going to be the last, we started looking for something alternative. One housemate stumbled upon 9th Age. 

The documents and rules were still in their infancy and there was a quick series of changes which made us feel the game was not yet stable. We dropped 9th Age and investigated different ideas (or in fact, kept playing 8th edition WFB).

Looking back, we should have realised that 9th Age was still in its infancy and going through a series of developmental changes, some of which I suspect was hindered by in depth balancing and potentially some copyright laws.

9th Age warhammer fantasy battle Games Workshop WFB tabletop gaming wargame Fantasy

So, who are 9th Age?

The 9th Age was created and developed by 6 competitive fantasy battle enthusiasts, coming from 5 countries around the globe. That was 2015, now 270 members work towards developing the 9th Age across 29 countries. That’s pretty staggering.

What is most remarkable is that this association of like minded enthusiasts work for free. No one, at any level, earns money or fame for their hard work. There is no formal company and members are not expected to work to hard deadlines. Of course, some of them have experience in their particular areas, but as a whole, the association is free running, headed by an executive board who put the whole lot into one efficient package.

Why is this important, I hear you ask?

Unlike like most war-games, 9th Age is not run for profit – they don’t even supply miniatures for the game they created and develop which, importantly for the players of this game, means the tabletop war-game is balanced: there is no need to create better or tougher armies to sell alongside newly released miniatures. No power creep here (looking at you, Games Workshop!) It also inspired a huge run of small independent miniature model companies, creating a staggering amount of new and unique looking tabletop miniatures.

Best of all, it means the army book / army lists are inspired by the background, the world setting. Imagine, a world rich in lore and strife with well represented armies and politics? Seems too good to be true doesn’t? Well, it took a number of years for Warhammer Fantasy Battles to develop its own rich lore, so why can’t 9th Age? In fact, 9th Age has more people working on it than probably ever entered the boardrooms of Games Workshop HQ (uncited opinion).

9th Age warhammer fantasy battle Games Workshop WFB tabletop gaming wargame Fantasy

Armies & Factions

Enough about who and what, let’s take a look at the game itself! I’ll address some of the questions I have or have been asked:

Can I play my favorite fantasy army?

Yup. Totally.

Currently 9th Age have 16 “army books” to play with. Each one is free and available from the 9th Age download page. They are currently all black and white, and mostly easy-print PDF documents with a couple of more detailed files as optional downloads. Did I mention they were free? Check out the Sylvan Elves full colour PDF – its big, but there is some seriously good artwork and background information there!

The list of available army lists include (in no particular order):

  1. Daemon Legions
  2. Sylvan Elves
  3. Undying Dynasties
  4. Warriors of the Dark Gods
  5. Beast Herds
  6. Dread Elves
  7. Dwarven Holds
  8. Empire of Sonnstahl (think state troops)
  9. Highborn Elves
  10. Infernal Dwarves
  11. Kingdom of Equitaine (think knights & peasants)
  12. Ogre Khans
  13. Orcs & Goblins
  14. Saurian Ancients (think lizard nations)
  15. The Vermin Swarm (think rats, rats everywhere)
  16. Vampire Covenant

On top of this list, there’s also the Asklanders and the Makhar which are supplementary armies (currently I believe they are under review). There’s also a quick guide to playing your first game, spell cards, printable terrain and an arcane compendium among other helpful and totally free downloads to get you started. Finally, you can get everything in one solid document, but I wouldn’t recommend you print it out…

Are the different armies up to date or will they change quickly?

With the exception of the last two (Asklanders & Makhar) all of the books are up to date. More importantly, they will not be changed for around 4-5 years, meaning tournament players can rely on stability and casual players benefit from being able to collect and use only what they want.

9th Age warhammer fantasy battle Games Workshop WFB tabletop gaming wargame Fantasy

Game Mechanics

So this is for me where the nostalgia really started to kick in. You remember when you first picked up a book for Warhammer Fantasy Battles and you had no idea how it worked, but you had the feeling that you were holding something esoteric and world changing?

That’s what I got from perusing the game mechanics. From what I could tell, everything was there that a much younger (90’s) version of myself became totally enthralled in. Armies are built based on a points system (or an amount of gold, if like me you prefer a more narrative theme), with elite troops costing more than standard troops. The design of the army starts around the leader and their entourage, with a percentage of your points allowed for certain types of troops.

The commander type characters are faceless compared to Warhammer, because the 9th Age tries to keep them realistic. They even point this out in their design statement: characters should be “folklore heroic” and not literal monsters of the battle field, something which unbalanced the later editions of Warhammer Fantasy Battles.

How hard /easy is it to learn?

This is a good question. If you are or were a player of Warhammer Fantasy Battles, you will feel totally at home. 9th Age harkens to the days where Warhammer Fantasy Battles was still balanced and made sense to the majority of its players. With the exception of names and phrases in the rule-book, I would argue 9th Age holds all the robust parts of Warhammer, with some better modifications for clarity and brevity on the tabletop. And of course, the game follows a clear turn / round system which most tabletop gamers will be comfortable with.

For totally new players, it can be quite a steep learning curve, but then so too were most tabletop war games of the time (with the exception of games like Age of Sigmar Skirmish, which I believe is a great introductory game to tabletop war-gaming). If you’re totally new to war-gaming, I suggest you read the next section.

9th Age warhammer fantasy battle Games Workshop WFB tabletop gaming wargame Fantasy

How accessible to new players is it?

Fortunately, there is a 9th Age beginners quick-guide, which talks you through the basics in easy to digest chunks. All you need is some paper, pencils, measuring rule and dice to get your started. This really appealed to me because you don’t need to spend any money before you start the game. You could set a game up on your bedroom floor or kitchen table with some cut-out squares and some random items to act as terrain. So long as you label your paper and cut them to the right size to represent units, you’ve not got anything to hold you back.

Running alongside the quick start guide there are some example army lists which you can print out and use. All the choices are made for you, so if you don’t know how to create a balanced army, you can use these. It’s a bit like using pre-made characters in Dungeons & Dragons – everything you need is there.

So you really don’t need to spend time buying, gluing and painting anything until you’re absolutely sure you want to get involved. It also means you get to try out different army compositions or entirely new factions. For me, this is great because there was nothing worse than buying into a Warhammer army and then realising they were completely under powered and your chances of success were limited based on your poorly informed decision!

I may need help creating one those army lists…

It has been pointed out in the comments that the 9th Age is fully compatible with BattleScribe (we reviewed Battle Scribe a while ago, here). BattleScribe is community driven and contains data for just about every tabletop game that requires army building lists. If you’re new to war-gaming, check it out, it’ll make you 9th Age army lists much quicker and likely more accurate too (and you can export and print out those lists for ease, with all the data you need).

Is it a tournament game or a casual game?

It seems, from what I can tell, to be a game designed for both. As I mentioned previously tournament players will enjoy the precision of the game, while not locking out new or casual players. You can play small games and large games wherever you are.

Where can I buy miniatures for 9th Age?

The other great thing about 9th Age is that you can use whatever miniatures you like, so long as they fit the scale, which is around 28mm miniatures. As I mentioned earlier, there is a tonne of new businesses creating miniatures in the glowing wake of 9th Age’s comet. I’ll link you to their community created list of potential sellers and distributors.

Their online magazine also has a spot-light for gamer’s armies, in which it shows how some players mix and match from different model companies to create their own unique looking forces. That said, if you have a preferred supplier of miniatures, then feel free to buy solely from them. That’s the great thing, you don’t have to buy from a monopolized supplier – you get to shop around to fit your own budget. This is doubly so for old Warhammer players, since you’ve already got your armies so you don’t need to get more!

Auf deutch, mo poppet, grazie!

English not your first language? Don’t worry – I forgot to mention that the 9th Age is translated in several languages, including:

English, French, German, Spanish, Italian and Polish…

With work being carried out for translations into Chinese (presumably Mandarin), Russian, Serbian and potentially Korean. Again, this is staggering because all this work is being done for free – it’s amazing what people can do when they share their passion for something.

9th Age warhammer fantasy battle Games Workshop WFB tabletop gaming wargame Fantasy

Final Thoughts

  • So far I’m getting a good vibe from 9th Age.
  • It feels much more robust than it did several years ago.
  • There is a tonne of intra- and inter-faction choices, meaning you can build an army up that fits your play style or preferred narrative theme.
  • It’s completely free, and despite this, has a very solid feeling to it, which promises fair, balanced and a fun gaming experience.
  • It seems to have the finesse for tournament or competitive players.
  • It’s accessible to brand new players
  • The quick start guide is easy to follow and you’ll be playing your first game(s) within an hour if you put your heads together.

So, will the 9th Age still have me keen to learn more? Do the factions suitably feel like the much loved armies of our youth? What does the game actually play like, how long and quickly can you pick it up..?

That’s it for part one! If you’ve got any questions for the next article, where we’ll be looking at the world lore and the factions in more detail, leave a comment and I’ll try to address them as much as I can!

Here’s a sneak peek to some of the Lore we’ll be covering…

9th Age warhammer fantasy battle Games Workshop WFB tabletop gaming wargame Fantasy

All questions for part two and three. I’ll keep you posted!

If you’re interested in creating your own terrain, I’ve got a few links to some how-to articles, Part 1, Part 2, Part 3, along with an article on where to get materials and tools for terrain building (more beneficial if you’re based in the UK but helpful for the US, Canada and most of Europe).

You can find me @FerrisWrites for Twitter,

Our Facebook Page!

Controversial Age of Sigmar article here Give Sigmar a Chance: Why I’m giving Games Workshops ‘Age of Sigmar’ a Second Look…!

Veil of the Ages 9th Age wargaming

And finally, as a thank you for providing information and a bit of impetus to keep writing, I’ll provide links to Veil of the Ages by Piteglio! 😉

Veil of the AgesSuccessful Kickstarter, Facebook group!

 

 

 

(All images taken from The 9th Age website and forum, they do not belong to the Creator Consortium or their writers and contributors, July 5, 2019)

Themeborne: Those Rising Dark Stars…

If you’re familiar with Themeborne and Escape the Dark Castle, you can jump straight to the section entitled “Escape the Dark Sector!”, there’s a nifty banner to help you find it!

A couple of years ago I was cruising through Kickstarter town when I came across some great looking, creepy and nostalgic artwork. I investigated, sipping my breaktime tea to find a small tabletop card game… a very simple, pleasing to the eye game.

I read deeper into this game, Escape the Dark Castle (EtDC), and fell in love with it – at this point I hadn’t even played it, or read the rules enough to fully understand them… because it did something that most new games these days fail to do…

Create an immersive atmosphere.

Fast forward a year or so and the box lands at my door. I was surprised, because the game fit into a relatively small box, but that didn’t matter, not all great things come in huge packages (know what I mean?)

sci-fi science fiction sciencefiction themeborne escape alien starwars startrek star wars gothic punk dark tabletop game

EtDC was made and published by Themeborn. Who are Themeborne, and what about their game makes it so engaging?

Themeborne are a small design studio located in Nottingham, UK. They have a small portfolio of games on their website, but it is one that is growing. Three individuals, each with very different skills as either a writer, artist and musician make up the studio. Whoever they are, it seems to create a perfect blend of creativity. Thomas Pike, Alex Crispin and James Shelton put their heads together and created this atmospheric and easily engaged card game.

They’re exploding onto Kickstarter again, this time for a space themed game, a spiritual successor to their first, with Escape the Dark Sector – more on this later!

sci-fi science fiction sciencefiction themeborne escape alien starwars startrek star wars gothic punk dark tabletop game

So what is Escape the Dark Castle?

Imagine waking up in a cell, in the dark. Perhaps you’ve been there for months or years suffering torture and starvation. One day, the door to your cell is open. Several others blink as they walk out of their cells. Now, how do you escape?

With this premise, player’s characters encounter situations as they flee, sometimes given choices and other times being forced to fight monsters or jailors. The game is based on a deck of well presented cards, with the players either taking it in turns to reveal the next card or deciding amongst themselves who should draw the next.

These cards acts as chapters in their escape, detailing the story as they sneak, run and fight their way through various chambers and obstacles.

Specialist 6-sided dice are used to determine survival, with each character, such as the Bishop or the Cook, having their own character cards and special dice. When fighting or struggling to overcome an obstacle, the dice are rolled against the “chapter dice” which act as a randomised challenge. If your dice roll matches one of the chapter dice, you can remove it, hopefully whittling the monster away to move onto the next chapter… or die trying!

IMG_5007

Not equal, however – the dice are spit into might, wisdom and cunning and each character will have a better chance at rolling one or more of these attributes, meaning some combinations of characters can hinder the escape.

The chapter cards are drawn at random during game setup, meaning there is almost limitless possibilities in the escape story. Expansions to the game, which came out this year, means there are even more cards to randomly create the story.

And finally, as your make your get-a-way, you will encounter one of several special end of game enemies, each acting differently to immolate, terrify or devour the escapees.

The chances are you’re not going to make it, with less than  25% of our stories resulting in the characters escaping the dark castle! Why? Because if one of the characters dies, everyone loses and chances are that by the time you get to the ultimate encounter, you’ll be struggling already! The odds are not stacked in your favour… and it’s great!

etDC Kit

How does it feel?

Escape the Dark Castle has many great features, which I’ll go over briefly here. The important bit is that combined, these traits create a wonderful, narrative and enjoyable game play reminiscent of Knightmare, a UK kids TV show.

Easy to learn

The rule book is slim and easy to read with direct examples of how to play. The nature of the game focuses on getting started as a group and jumping into your first game. The storytelling aspect of EtDC means that just about everyone and their grandma can learn to play. Each player is encouraged to read out the chapter card they draw and are written in an old sword and sorcery style.

Quick as you like Pace

They say that the game takes 2 minutes to setup and around 30 minutes to play. I disagree with the 30 minutes but only because the game can be played as quickly or as slowly as you like. We’ve played many games of EtDC and frankly, when you’re sat around a table in a dimly lit room, the atmosphere suggests you take it slowly… but as you near the last chapter card, the pace quickens… almost as if you’re running blindly through a dark castle and can see the light at the end of the tunnel.

Social, Inclusive, Cooperative

This is a game for everyone (assuming they can read, and even then, others can help). Because it is truly a cooperative game, where everyone or no one is a winner, it’s very easy to get involved. Who draws the next card can be decided democratically, people can look at the state of their character and think: I can’t survive another round of fighting! Others will openly declare that they can take whatever happens next, effectively ‘taking one for the team’ so there’s room for limelight too.

The inclusion of ‘equipment’ cards adds an extra dimension to the escapees: who will take the rusted sword, or who needs to eat the stale bread?

sci-fi science fiction sciencefiction themeborne escape alien starwars startrek star wars gothic punk dark tabletop game
Even Grandma can learn to play…

Variety

There are 45 chapter cards in the basic game, of which 11 are randomly drawn to create each story. The chances of drawing the same 11 cards each time are so astronomically low that you’d have to play thousands of games to get an exact same combination. But worry not, there are several expansions already out for EtDC and each one adds even more chapter cards, end of game bosses and even starting cards to the story. Cult of the Death Knight, Scourge of the Undead Queen and Blight of the Plaguelord are great additions, each one bringing more themes and story to your escape.

Value

With 3 expansions, a collector’s box, play mat, card sleeves, a book of character deaths (I know, right?) a story book and even an 80’s style musical cassette you’d be forgiven for thinking that the prices are going to match the likes of Fantasy Flight Games. Except that they’re not.

The Core game is priced at £30 – and this is truly all you need. The expansions, which you could buy several years down the line, are priced at £15 each and everything else is £20 or less, depending on what you want – Themeborne have made a great little game that is affordable and so re-playable you’ll never get to experience every possible combination of game.

And now they’re going a step further and taking us into the timeless void of space, where no one can hear you scream…

Escape the Dark Sector!

Escape the Dark Sector

ETDS Logo

Escape the Dark Sector is a science-fiction adventure, pitting the beleaguered crew of a ship against a detention block space station. Again, if anyone dies, the game is over, presumably because the ship can’t be flown without a full crew!

Themeborne suggest that the story and game-play comes from popular science fiction of the 80’s, including Alien, Startrek and Star Wars combined with the literary adventures of the amazing Fighting Fantasy novels and classic Dungeons & Dragons – much like Escape the Dark Castle!

Whether you like all of those titles or not, it seems there is something for everyone.

What’s different?

The core storytelling concepts from EtDC still run through Dark Sector, but Themeborne have introduced several new and easy to learn mechanics to the game and its setup. They make sense too, creating cinematic shootouts with aliens. So what’s new?

sci-fi science fiction sciencefiction themeborne escape alien starwars startrek star wars gothic punk dark tabletop game

The Setup

The characters are familiar to those who played EtDC – each character has a dice specific to them to roll during actions and combat. However, adding onto the basic character concepts, players can choose ‘cybernetic implants’ which give their characters an edge in certain situations.

The story aspect has been developed to include not one single stack of story chapters and instead is now made up of three acts which, we’re told ups the tempo and intensity the deeper into the escape story the players drive their characters.

sci-fi science fiction sciencefiction themeborne escape alien starwars startrek star wars gothic punk dark tabletop game

The Gameplay

Since the theme of Dark Sector has catapulted the story into space, so too has the technology level, introducing tactical combat actions and  ranged combat.

Tactical combat actions include shooting, charging, reloading. re-equipping, and flanking, giving the game a much more tactical feel without detracting from the flow of the game. As is the way of Themeborne games, the action to charge is carried over for each character, meaning when one of you declares a charge, everyone has to go with them! It’s all or nothing!

Further, the action to heal some wounds can only be taken by one character at a time. No one gets to sit out for more than a round either. This seems to have upped the challenge! To balance this, certain actions such as reload or flank mean your character is not targeted by the enemy, but at least one character has to choose to fight or shoot. Actions come in the form of cards, where the character dice are placed in order to keep track more easily.

Ranged combat involves equipment and dice specifically related to the weapons, which, we’re told are not always positive effects for the characters. They seem to include ballistic, beam and explosive symbols, so no doubt each one comes with risks!

Some monsters and enemies are affected by or deal special damage depending on the type of ranged attack being made, so teamwork is still at the centre of the game mechanics – pile it up together or decide who should be shooting what weapon and you’ll crack the chapter and be able to move on!

If you want a copy of Escape the Dark Sector you’ll need to back the Kickstarter, there’s less than 40 hours left! Otherwise you can wait for the official release online, sometime next year!

Alternatively, you can grab yourself a copy of Escape the Dark Castle!

You can find the Kickstarter here

Themeborne website and shop

@FerrisWrites for Twitter and our Facebook page.

Give Sigmar a Chance: Why I’m giving Games Workshops ‘Age of Sigmar’ a Second Look…

Age of Sigmar is a tabletop war-game set in a fantasy world created by Games Workshop (GW). The game involves miniatures to represent warriors and monsters, with dices rolls used to represent the fray of battle as two or more players strive to defeat their opponents.

Warhammer Fantasy Battles (WFB) was the precursor to Age of Sigmar, and its development into the newer game was fraught with poor decision making and knee jerk reactions, with an unhealthy dose of corporate foolery.

I was a long time fan of Warhammer in its earlier and middle life. It was something I grew up with. Its strong sense of fantasy and rich lore was inspiring to a young boy, teenager and adult. As a nerd, it was a binding force among friends that ran alongside games like Dungeons & Dragons. It was a large part of our youth.

I took time out from Warhammer and GW they fell out of favour with me for many reasons. So when I heard about the new Age of Sigmar I was hopeful for a balanced and fun game. I felt let down and the following history tale feels like a terrible loss to something I held very dearly.

But I’m giving GW a second chance, and I’ll explain why later.

First, some history…

warhammer games workshop fantasy battles oldhammer tabletop game miniatures

The Lore Unflinching

Since its inception in 1983, Warhammer Fantasy Battle has been rich in its setting, abundant history and legends combined with inspiring artwork and grandiose tales. It was for the most part, a thing of beauty, the likes of which no other company had managed to create. WFB ran until 2010, with 27 years of added legends and story, enriching its own lore within each incarnation, eventually ploughing itself into an 8th and final edition.

However, a common complaint is that the story of the world never really advanced. Most of the rich storytelling, the history of the world, had already taken place. Global political and natural events had already shaped the world, from the war between Elves and Dwarves to the cataclysms that shaped the geography. With the exception of the incursions forces of Chaos (the ultimate big bad guys of the setting) very little else changed, and for 27 years humanity and its allies stood on the brink of extermination and extinction… yet was never quite defeated or victorious.

Arguably there’s a difference between the campaign world and the larger written fiction world: Despite gaps in the world, the GW development team failed to seize and advanced certain narrative arcs or historical campaigns, such as the War of the Beard, pitching Elves and Dwarves into a war that lasted years, creating offshoots of each nation / faction. Despite having untapped regions on the world map, it seemed that GW prematurely ran out of geographical room, never actually filling out all the regions in detail. The missed opportunities were vast.

warhammer games workshop fantasy battles oldhammer tabletop game miniatures

A Lore Uncopyrighted

WFB was expanded in the 80’s and as such borrowed much of its history and cultural ideas from Lord of the Rings which saw a rise in popularity and profile during that decade. Warhammer was generally considered a variant of many different stories and world settings at a time when copyrighting the name of a species wasn’t ever considered.

This borrowing of cultures and ideas meant that other, smaller companies were able to borrow in turn from GW. Being a large and successful company, GW didn’t like that idea. The prime example of this is the novel “Spots the Space Marinewhich GW wanted removed for copyright reasons. Owning ‘Space Marine’ for themselves was apparently critical to their business model.

When you considered how much GW borrowed from other media, you realise that much of their content was not their own. Copyrighting that content and cornering the market to their benefit was not possible with the old WFB lore. They would have to change everything… which Age of Sigmar does; the heart warming Elves, Dwarves, Goblins and Orcs were replaced with Aelves, Duardin, Grots and Orruk. It’s also hard to copyright historical figures and names, looking at you Bretonnian players!

warhammer games workshop fantasy battles oldhammer tabletop game miniatures

Compounding the Fractures

For new players, starting a game of Warhammer can be costly, with players investing their time and precious money into buying miniatures, paints, brushes, terrain boards and books to create their armies. If you just look at the price of the miniatures, you can spend hundreds of your precious monies before you’ve assembled anything. So when a game loses its appeal to old gamers, and new gamers can’t afford to start playing, sales begin drop and any company is likely to worry. But GW didn’t seem to learn with each new edition of WFB…

The 6th Edition of WFB was considered ‘alright’ in its early days for game balance. It still had its problems, much like any game. Unfortunately it was the start of the fall, where the final few Army Books published showed an increase in the power creep (where successive armies would be significantly tougher and cheaper to purchase in-game). Matching armies to play a fair game was harder and players started to emulate the winners creating a stale gaming style. Spending hundreds of pounds on an impressive army didn’t guarantee a satisfactory win/lose ratio.

7th Edition compounded on 6th edition and was the point in time when the famous (probably misquote) “We’re a miniature company not a games company” by the CEO of that time, Kirby. This was considered the primary unbalanced version of the game. This was also the time of the GW store changes, where a single member of staff was expected to run the store. This lead to an end of local store tournaments and a reliance on local independent gaming stores to do the hard work, which they were not prepared to do.

8th Edition simply added on top of this again, removing some parts of the game that required skill and understanding and replaced them with unbalanced armies and rules in totality.

 

Mat Ward held the creative reigns during these times of troubles and was supposedly responsible for the power creep of factions – most of the army supplement books were under his name which unfortunately lead to a loss in popularity. This lower-quality “modelling business” seems to have driven a core of players away, especially when GW tried to claim gamers only made up 20% of their sales (maybe they included digital games and fiction in those sales numbers, who knows). Still, 20% is a huge chunk of your market and not to be sniffed at.

The messiah Jedi to bring balance should have been 9th Edition and was rumoured to be an amazing game of fortitude and fun. However, some internet folks believe that this dropped the sales of the 8th edition as players saved their cash ready to spend it all in a glorious fit of nerd-frenzy… GW scrapped most of what 9th edition could have been. Frankly, GW had failed its panic test and bottled it, doing something so knee jerk worthy that many of their core fans and players simply stared in disbelief.

They killed it all off.

In an act of terrible corporate zeal, it was deemed unworthy and so all of it had to burn, apparently.

Warhammer 40K, the Expanding Galaxy

On the other hand, GW’s Warhammer 40,000 (40K) storyline moved onwards in the grim darkness of the 41st millenium. Players still flocked to it and it seemed always popular. Everyone loves “Spess Ma-reens!” So while WFB fell, GW put their time and effort into 40K. This lead to more delays and lethargy in creating content for WFB, hammering further nails into its coffin.

warhammer games workshop fantasy battles oldhammer tabletop game miniatures age of sigmar

Birth of the Mortal Realms, the Age of Sigmar

It was expected that 9th edition was going to mend itself, bandage its blood spouting wounds, stick on an eye patch and throw itself back into the fight for the old world with a grizzled low growl. But with the panicked reaction from a slump in sales, GW rushed ahead with Age of Sigmar and dumped the Old World. The lore and world history of WFB was abolished, the relics and lessons of the Old World were forgotten and the new world, the world of Mortal Realms was born.

Many fans were outraged (I mean, it is the internet) and a solid core of supporting players felt abandoned and ignored. No doubt many miniatures ended up in the bin, or left to fend for themselves Toy Story style in a box of Barbie dolls… or likely ended up on eBay.

Warhammer now looked like something from Magic the Gathering, minus the charm.

So why, after the loss of something held very dear, am I giving Age of Sigmar and Games Workshop another chance?

warhammer games workshop fantasy battles oldhammer tabletop game miniatures age of sigmar

Age of Sigmar

The new game is very accessible and despite frankly large problems, holds promise. The core rules are completely free and readily available online to print out yourselves.

Now you can play the game as a narrative (discard point values for armies) or you can carry out matched play, where you decide on the points values for your forces. This means you can tailor games for competitions or story driven wars.

A Battle Narrative

The revived and quick to learn rules have given GW a chance at another shot to regain the glory of the old days – quite simply it’s a shame they had to destroy everything the fans loved about the setting (but all is not lost). Games are now played in scenarios. This put me off originally, because I love a good ruck in the mud with swords and death, but actually, scenarios allows me to play a relatively weak force (High Elves, who are now Swifthawk Riders) against an incredibly overpowered force (such as the Beastclaw Raiders) and hopefully run rings around them, because no army is able to be perfect in a randomly determined scenario.

Embers of the Old World

Thankfully, GW are still publishing fiction related to the Old World. They’ve even gone back further and re-released fiction before the time of Karl Franz (the emperor with the big hammer at WFB peak). Third parties such as Cubicle 7 have brought fresh life to the Old World with a renewed and updated version of the Warhammer Fantasy Roleplaying Game (we had a peek early on here…) and God’s bless the Creative Assembly for sticking with the Old World in their very successful Total War: Warhammer series (which merges two of my favourite things wonderfully).

And finally… Gotrek Gurnison lives! The doom-seeking Slayer wandered out of the time warping Chaos Wastes of the Old World to bring some good old fashioned Slayer perspective in Realm Slayer. Gotrek quests through the Mortal Realms to find his manling sidekick, Felix Jaeger, who may have been reincarnated as a Stormcast Eternal! This is a great tale that sets the scene for Age of Sigmar and throws us veteran players a much desired connection to the World that Once was.

Gotrek Gurnison Felix Jaeger troll salay beast slayer everything slayer

So, like with the new Star Wars movies – the new stuff doesn’t invalidate the old stuff – you can still read and watch the old stories and enjoy them for what they are. You can do the same for Warhammer.

GW took a huge gamble which seems to have paid off.

At least for now…

Absolutely Final Bit

If you keep up to date with the acts of GW and their Age of sigmar game, you may want to take a look at this petition that is over five years old. If you read it you’ll see that most of what the petition was asking for has actually been met by the GW. Shame they never actually replied to the petition…

https://www.change.org/p/games-workshop-limited-refocus-your-business-model-on-the-sale-of-a-game-and-support-of-a-gaming-community-vice-the-pure-sale-of-collectible-miniatures

That about wraps it up for now! Thanks for reading, and as ever, your comments and discussion are always welcome. perhaps you know something we don’t and would like to share your thoughts?

@FerrisWrites for Twitter and our Facebook page.

Interested in table top terrain crafting?

Warhammer Fantasy role-playing?

Looking for a cool army list builder, Battlescribe?

Thinking of buying from Forge World?

If you’re meme game is high, check out ‘2+Tough and re-rolling ones