B. G. Kubacki(irondeav)Poland
If you’re a fan of Eurogames, there’s an excellent chance you have more than a few Worker Placement games in your collection. There’s even a chance that most of your Eurogames are actually based on this mechanism. So, what makes it so popular?
A quick look at the Worker Placement category here on BoardGameGeek reveals over 1100 games. When you compare that to the general vastness of games registered on the site (which is well over 80K at this point), it may seem like a relatively small number. However, compare it to other very popular categories like: Hand Management (over 900 games in the category) Set Collection (over 800), Tile Placement (over 400), Card Drafting (over 500), Auctions (over 300) or Area Control (a little under 300), and you’ll get the full picture.
It seems that a new game that “puts a new twist on Worker Placement” pops up on the radar, both in regular publishing, as well as on Kickstarter. Recently, the Worker Placement mechanism reared its head in the fabulously successful Anachrony by Mindclash Games, and we ourselves have more than dipped our toes in the genre by publishing Praetor, and successfully kickstarting Simurgh and Call of the Dragonlord this year.
The obvious reason for the Worker Placement popularity is… its popularity. The more Worker Placement games are published, critically acclaimed and bought by gamers, the bigger the incentive for publishers to make even more Worker Placement games. However, this snowball would not have started rolling in the first place, if it wasn’t for the absolute brilliance and unbelievable effectiveness of the mechanism itself.
The simplicity of the base idea behind Worker Placement may effectively obscure the complexity of rules behind the idea of placing a meeple, a disc, or any other representation of a worker on an action space. If you cannot easily picture it, just try to imagine how large a list of rules you would have to create in order to restrict the number of specific actions used without marking them as used with workers. And this is only the beginning, as not all games follow the Agricola model, in which you simply place a worker and resolve the action thus marked.
Think of games like Snowdonia or Carson City, in which players decide upon their actions first, but only get to resolve them later, and in a specific order. Now take into account the fact that some games, like our own Simurgh, present different types of action spaces for different types and numbers of workers, or introduce different levels of effectiveness, depending on the type of worker used (like, again our own, Praetor). And then add a bit of the idea of taking actions in order to block others from doing something that would benefit them. With all the above, the complex web of interlocking rules would be almost impossible to internalize if not for the invention of the board game worker.
Finally, take a few steps back, look at the tangled mess hidden behind the simple idea of placing a worker, and consider how easily accessible the complex models are thanks to a mechanism based on what seems the most essential idea of gaming: taking a turn to make a move with a pawn and (in most cases at least) immediately profit from your decision.
Worker Placement is not going away soon, and for good reasons. It’s a great engine for lighter and heavier games alike, rooted deeply in the nature of strategic board games. It can also both evolve unexpectedly (as shown years ago by Alien Frontiers), and be a solid foundation upon which games solid, memorable and best-selling games can be built.
When one designs and published board games for a living, one tends to rant a lot about it. This is where we do that, the folks involved with Board & Dice and our special friends and supporters. We'll post here our ideas about gaming, about life, about gaming more often than not, about the specific challenges of making a business out of a hobby and... did we mention games?
05 Jul 2016
- [+] Dice rolls
28 Jun 2016
If you were following the Heart of the Mists Kickstarter, you know that the expansion introduces Allies, a new game element foreshadowed in the base game of Mistfall itself. You may also know that some of them were essentially Ally versions of base game Heroes, using the same art. However, our backers asked us if we could provide those characters with separate art, and we decided to comply. So, here’s the new art, together with a set of personal histories of four of the Allies you’ll find in Heart of the Mists.
Born far away from Frostvalley Keep, Tarah had always exhibited the character traits that made her a natural Shieldbearer recruit. Headstrong, tough and relentless, she spend most of her teens raising her four younger brothers, orphaned by an outburst of a plague that took the population of half a dozen cities in the south, reaching as far as the borders of Valskyrr.
Tried and true both before joining Shieldbearer ranks and while carrying the Bear Shield, Tarah will be the rock that stands between you and the tide of creatures spawned by the Mists. Unlike a rock, however, she is more than capable to punish those who seek to harm you, and resilient enough to still be at your side as you face great peril at the Heart of the Mists.
A talented young mage, cocky and insolent enough (on at least one occasion) to be punished by his Dathnafar superiors by relocating him “where his unique talents can do most good”. Some also say that his exile had something to do with how he acquired his arcane flame skills, and the fact that the vice-headmistress of the Flamecasters has recently been granted an honorary diplomatic position in one of the independent provinces far, far to the south of Dathnafar.
Far from being known for his resilience in battle, Kerdan can nonetheless stand in for what your party of gruff fighters and mouthy barbarians lacks: a bit of the arcane. Don’t expect Kerdan to go toe to toe with an angry beastman wielding a battle axe, but do expect him to turn the brute to ashes, given the opportunity… to hide behind your shield.
Silent, focused, reliable, and perhaps a bit shy, that is how Aidran would be described by anyone who knew him as a child or a very young man. Even as an initiate, he would still earn a similar description, supplemented only with the word “devoted”. Nobody expected him to be welcomed into the prestigious ranks of the Dawnbearers, until an attack on his temple made him unleash his righteous fury, which led to a massive display of divine power, and to many of Aidran’s brothers and sisters witnessing for the first time mindless undead retreating as if fearing for their very lives.
Aidren is very much what you would expect from a warrior priest. He will help you overcome enemies, lend his healing skills when most needed, and put the reanimated dead on their back foot the moment they enter the fray. So, if you feel you need someone to have your back, he is the one you should take with you.
“Ratface Flavi” others used to call her, back when she was part of a street gang in Dathnafar. She endured silently, seemingly making nothing of the fact that even among the beggars and drifters she was somehow considered of lower social standing. All that changed, however, when the city watch took down Flavi’s crew. The gang was miraculously released a few days later, after a flash-fire in the watch’s headquarters consumed most of the evidence and paperwork. Most, but not all. In fact, just enough was left to keep one individual behind bars. And as he was the one that liked tormenting Flavi the most, nobody ever called her “Ratface” again.
Although those days are far behind Flavi, she still makes use of the same skills, only this time her “crew” is very, very different. If she stands by your side, you can be certain that her skills will help you overcome a difficulty, or evade it completely. And though she can hold her own in a fight, her wit remains forever much sharper than the keen-edged daggers she wields against your enemies.
- [+] Dice rolls
23 Jun 2016
AEG has recently announced that Doomtown Reloaded, will be ending its run upon completing the current expansion cycle. It’s a sad time for all fans of the game. So, why am I overjoyed?
I am a fan of Doomtown, with a collection consisting of two core sets, and all expansions up to date. I love Gomorra with all its lore (in fact, I used to play Deadlands as a teenager), and I vastly enjoy the quirky, somewhat counterintuitive mechanisms of the game. So, once again, why am I happy?
Because the edge is off.
Collectible, customizable, and expandable games have a specific dynamic. The core player base that starts with a healthy mix of those who were drawn by a mix of theme and mechanisms, and those who are there to crunch the numbers, uncover all the secrets, and conquer their opponents, will inevitably shift towards being dominated by the latter group.
When this happens, players who want to stay in the game will have to make regular investments, allocating both funds and (sometimes even more precious) time to being able to follow the meta. For those who are more inclined towards slow exploration of the game and towards enjoying its theme, that pace is usually too high, and the competitive environment becomes even more cutthroat, as they slowly but inevitably leave the game.
Now that Doomtown is about to ride off into the sunset however, its player base will change once again. The most competitive players will walk away, sell their collections and find a new game that is alive, and that provides them with the type of challenge and thrill they seek. Soon, finding a Doomtown game group will become a bit more difficult, but also more satisfying in terms of finding like-minded individuals who are staying more because of their love of the game, and less because of its highly competitive dynamic.
I know your mileage may vary on all of the above. I am now speaking from my own experiences, looking back at my days of being a Warhammer Invasion player, starting out as a fan of the theme, going deep into competitive scene, being on the brink of leaving the game completely, and finally celebrating the day I bought the last expansion. Since then, I was able to explore the game at my own pace, and play it occasionally with people who stayed – people who simply loved the game, and not the thrill of constant competition.Hidden Kingdoms - final expansion for Warhammer Invasion
So, if you’re a competitive player, I can only say I’m sorry for your loss, and I wish you well. I am not a part of your tribe, but I really have nothing against you. I just like to play different games. And if you’re someone thinking about coming back, or about taking your first plunge into Gomorra, now is the best time. While it’s not really good news for AEG, the game will live on (like many discontinued card games) among its fans.
Soon you’ll even be able to find some great deals on core sets and expansions, and in a few months, you’ll be able to say that you have a complete playset. And that is something the completionist in me is also celebrating, because… well… because I’m petty that way.
- [+] Dice rolls
During the run of the Heart of the Mists Kickstarter campaign, everyone (backers and bystanders alike) got access to three new Heroes featured in the standalone expansion. Now it’s time to let you play with three more!
Let me start with a quick disclaimer: what you can download here is not final. Some art will still change before the game hits the shelves, and I will be more than happy to hear what you think about the new Heroes. Also, if you missed the Kickstarter, you can still preorder a copy of the game if you go to our Kickstarter campaign site!
Now, let's get to the really important stuff:
Aseke the Namekeeper
If you want to play as Aseke, click here.
Durgen the Weaponsmith
If you want to play as Durgen, click here.
Sigraed of the Dawnfire
If you want to play as Sigraed, click here
As always, the Heroes will also appear in the files section of Heart of the Mists, when they are approved - and I will update the post when that happens.
And, if you manage to play with the new content, be sure to tell me what you think. There's always new Mistfall and Heart of the Mists stuff to be done in the future, and your feedback is essential to where the world and the game goes.
- [+] Dice rolls
14 Jun 2016
When the realm of adventure game was ruled by Talisman, grabbing dice and strapping in for a wild, mostly uncontrollable ride was the standard. Thirty years after the magical quest game first hit the shelves, cardboard adventuring seems very different. But is it really?
I’ve recently purchased a copy of Runebound 3rd Edition, and even managed to get it to the table a good few times, to see how exploring the world of Terrinoth has changed since the previous version of the game, and I must say I am quite impressed. The game is somewhat streamlined, with a healthy mix of old and new mechanisms, and altogether driven more by player decisions, than by RNG. That is, driven more than many other adventure games, including Runebound 2nd Edition.
Adventure gaming has been steadily moving towards increasing player agency for years. Newer games, such as Mage Knight, the much less known Venture Forth, or my own Mistfall and Heart of the Mists would offer meaningful decisions centred on deterministic mechanisms in place of simply rolling dice. The very idea of strategizing in an adventure game became a valid notion, instead of a joke.
However, before you think that Runebound 3rd Edition is now a game driven purely by player decisions, you should know it is not. For all the smart mechanisms working under its hood, it can still make you a king or a beggar within a few turns. Even with very deliberate probabilities meticulously worked into its new decks, your game can still be royally screwed if Fortune decides to take its cigarette breaks during your turns.
Many well-known adventure brands take the agency plunge. Talisman became fat with expansions some of which gave more power to the players, and somewhere on its way it spawned Relic, a game using the same base system, but from the start geared more towards agency. Arkham Horror seemingly never gave up on what it was, only now you have an alternative in the form of Eldritch Horror, once again, a game allowing for more meaningful decisions.
It seems the general consensus is that more agency is good… unless it isn’t. While I never encountered anyone saying that Relic is less of an adventure game than (base) Talisman, I’ve heard people complaining about Mage Knight (or Mistfall for that matter), that the optimization required ruins the experience for them, and that it no longer feels like an adventure.
Similar complaints were levelled against Venture Forth or the more recent Witcher, were some people said that they are not there to do pickup and delivery, but to be a hero in a land of magic, monsters and wonder. And I fully get that.
It seems that a certain degree of randomness is required for many adventure game fans. Maybe it’s because we’re escapists at heart, and we want to stand a chance of winning the game even if we don’t feel up to the task of forming a strategy out of a string of meaningful decisions. Or maybe we don’t want to completely control the environment of the game, as letting it do its own things makes it feel more like another world which we get to visit.
It’s easy to see Runebound 3rd Edition and Relic as parts of one group, and Mage Knight and Mistfall as parts of another. But what about games like the Witcher? What about Legends of Andor or Darkest Night? Is there more of a general line which allows us to precisely divide adventure gaming into two (or more) distinct groups? Or maybe, everybody has a line of their own, and trying to build two distinct categories is a fool’s errand?
- [+] Dice rolls
26 May 2016
The world of Heart of the Mists is one of both heroism, and villainy. Today we present to you three stories of antagonists you will be able to take down in the quests featured in the upcoming expansion.
Eredai the Hunter
Some villains are born when a champion falls, or when a misguided individual finds nobody able to point him in the right direction, before it gets too late to counter the consequences of their actions. Some are born weak, and they seek strength among those, who are most eager to show off their power. None of this was ever true for Eredai.
Even as a boy, always taller and stronger than his peers, Eredai would exploit every opportunity to bend others to his will. Over the years of his childhood he perfected the art of bullying, and revelled in the hatred and fear other children would feel towards him. And since Valskyrrian parents usually believe that their offspring should fight their own battles, he had never been stopped, until it was too late.
Although hard to believe, all that changed for even worse, when Eredai accompanied his father into the woods, to hunt with him for the first time. Exhilarated and filled with bloodlust, he could not stop thinking about taking another life. And soon he would.
The hunt became everything for Eredai. The fear of his victims would make Eredai’s blood boil with pleasure, and he soon started to spend more time in the wilds, than in his home village. He hunted for the thrill, often flaying prey and leaving it otherwise untouched, for an entity that appeared in his thoughts, as sacrifice. And after his final and bloodiest sacrifice had been accepted, he became what he is today.
Tall as a giant but gaunt and grim, Eredai still bends the will of the creatures of the wilds. Wielding a gift bestowed by the Mists, he makes even beastmen and ravenok bow to him, as he leads them into a bloody hunt. His petrifying cry, one that Eredai unleashes only moments before making the kill haunts the wilderness from Naar to Valskyrr.
Atherak the Undying
Once a powerful master of the arcane arts, Atherak feared nothing but the passage of time. Drawing his fill from the wells of both light and dark energies, he would seek the key to unlock the secret of immortality, until his obsessive research bore grim fruit.
For decades known as a somewhat puzzling figure, sometimes ready to lend a hand to the inhabitants of Naar (but never without naming a price for his aid), Atherak became an almost forgotten recluse in his old age. Many even thought that he died, before he made a return back into the lands of the living.
Calling forth power never before seen in the world, Atherak caused a magical cataclysm that blotted out the sun and made the dead rise up from the ground. Having struck a deal with a dark power that touched his mind, now ravaged by insanity, Atherak performed a ritual that would transform his body, as well as the lands surrounding his dwelling. Hence, the first true dragon was born.
Seemingly immortal and drunk with power, Atherak raised an undead army, ready to forge an eternal kingdom of his own. Before he marched on Hammerhome, however, he was found by a Myrmidon captain by the name of Alekar, and struck down after a long and exhausting battle. And though it seemed like his reign of terror had ended before it even started, the dark power did not release its grip on the dragon. Revealing itself for the first time as the Mists, it raised Atherak, fusing his will with a skeletal body of the creature he had become. Believed to be a legend for hundreds of years, Atherak has now returned in his terrifying form, leading a massive army of undead ready to deal a crushing blow to the lands of the living.
Kesrah the Dreaming
Many new threats have emerged from the Mists since the battle of Ravencrag, and the cataclysm that tore the world apart. Some of them are merely a tale spawned by terrified minds of those, who came into contact with the Mists. Others turn out to be painfully true.
Nobody really knows who she is, but they call her “Kesrah” which means “Mother of Nightmares” in the language of the Kerathi. Wherever she appears, eyes always closed and hands dripping with blood, the land seems to freeze, as if suspended in a perpetual dream, with no day coming after the night. Those who stay there, lose the ability to sleep. Tired and tormented, they fall prey to demonic creatures that seem to walk in Kesrah’s path.
Those who survived these raids, also speak of another strange phenomenon: barely audible sounds of battle carried by the last gusts of wind. And within those sounds, a female voice shouts the Myrmidon battlecry, and calls those fighting beside her not to surrender, just before an ominous silence falls upon the land.
Some say that Kesrah can be awoken, and when that happens, her true form – for good or ill – will be revealed to the world.
- [+] Dice rolls
24 May 2016
Today the Heart of the Mists has just gotten a new playable character many of the fans of original Mistfall wanted to see. Once a villain, now joining the ranks of Heroes of Mistfall, here’s the story of Sigraed the Dawnfire.
Once a promising student of the Dathnafar Loreforge, Sigraed was drawn into machinations of a powerful noble Steadholme family, who felt spited by Thaela, Sigraed’s teacher and headmistress of the Flamecaster Academy. The intrigue resulted in Thaela’s violent death in a trap that was supposed to destroy Sigraed herself.
Driven to the brink of madness by despair, Sigraed first left Dathnafar and travelled north to seek a noble death, destroying servants of the Mists, but was instead corrupted by their power, and turned against both those who tried to destroy her, as well as those who were once on her side. She returned to Dathnafar, incited a rebellion in the ranks of young Flamecasters, and set most of the city ablaze in a rampage that killed all but one member of the Steadholme house.
Barely driven away, Sigraed moved to the north again, where she continued to sow destruction, until Frostvalley dispatched a group seasoned adventurers to deal with her. After a dramatic race against time, Sigraed was finally cornered by three of them: Celenthia, a Wizard of Dathnafar; Hareag a Ravencrag Frost Mage; and Crow, a Frostvalley Seeker.
The three managed to overpower Sigraed, and as the two mages held the destructive power at bay, Crow moved in for the kill. But as the Flamecaster saw his face, her fury exploded with an even greater strength, and then turned into a violent maelstrom, which swallowed both her and the Seeker.Sigraed the Mistflame, Villain of Mistfall
The Battle of Ravencrag
Over a year later, after Frostvalley Keep had already accepted the bitter price of victory over the Mistflame, Crow returned, bringing with a him a mysterious figure clad in dark cloak. Refusing to talk about his absence, he only said that he is bringing a warning, and that both Forstvalley and Ravencrag must mobilize immediately, as a great force is amassing in northern Valskyrr.
The grim news checked out, as returning scouts were reporting next to no activity in the closer regions of lands formerly corrupted by the Mists. The forces of Frostvalley moved with desparate speed, and managed to reach Ravencrag just as a grand battle was about to begin. The Ravencrag Furies and Shieldbearers stood together with all who would answer the call, but it became quickly apparent that their chances were slim, as the forces of the Mists were led by Rahlfors, the betrayer of Frostvalley and Sigraed.
Just as it seemed all would be lost, Sigraed suddenly turned on Rahlfors, laying fiery waste to the ranks of the servants of the Mists. Her betrayal tipped the scales of battle, and despite huge losses suffered by the defenders, Ravencrag did not fall, and a decisive blow was dealt to the Mists. Rahlfors however, once again eluded Frostvalley’s grasp, and even managed to do what he once failed to do: kill the Lord Commander of the Keep, before taking flight and vanishing in the Mists once more.Sigraed the Dawnfire, Hero of Heart of the Mists
Those who saw the moment Sigraed switched sides, tell stories of a shadowy spirit being torn out from the body of Sigraed by a sudden surge of energy, originating from the ranks of Shieldbearers. Only few know, that the phenomenon was a carefully prepared ritual, based on knowledge Crow brought back with him, and performed by Celenthia, protected from Sigraed’s view by her magic and the shadowy art of Melekai, a new ally that had come to Frostvalley with Crow.
After the battle Sigraed returned under guard to Frostvalley Keep, where she spent months with priests and Loremasters, all astonished by the change she had undergone. Seemingly chosen by Dawn herself, she is now the bearer and guardian of Dawnfire, a mystical force that has been granted by the goddess to only few mortals.
Now, as Sigraed joins the ranks of protectors of Valskyrr and Naar, she has already let herself be known to the forces of the Mists, and even as the dark power strikes at humanity once again, its minions flinch or outright flee, as the fiery gaze of the Dawnfire falls upon them.
What you see above is also the render of Sigraed’s miniature. However, this is work in progress, and we alredy know that there will be a few changes between now and the final version. Still, this should be quite close to the final outcome.
- [+] Dice rolls
19 May 2016
Yesterday a Print and Play version of Valkea the Myrmidon was released (which you can find here). Now, it's time to tell you who she really is. Also, I decided to show you a few Enemies already present So, are you ready to jump into another piece of Heart of the Mists lore?
The deserts of Naar are a harsh environment to live in, and an even harsher for those who want to wage war under the scorching sun. Since the Mistfall, the rocky planes and labyrinths of red stone have seen their fair share of strife, so the Kerathi, a brave and stout nation that inhabits Naar, are no strangers to conflict. And wherever there is conflict, Myrmidons are always the first to clash with the enemy.
Both armoured and mobile, able to traverse the sea of dunes with an almost unnatural speed, Myrmidons are to Naar and Hammorhome what Shieldbearers are to Valskyrr and Forstvalley Keep. Not quite as resilient, but more mobile and equally as disciplined as the warriors of the frozen north, Myrmidons are known around the world as the tip of the spear that strikes the abominations and horrors spawned in the deserts and caverns of Naar.
Now, after the world has almost shattered and the Mists have made the lands of frost neighbours to the realm of fire, Myrmidons are once again ready to stand firm against the tide of darkness. Able to adapt to new environments and ready to lock shields with their new allies, the Myrmidons fight to push the Mists back once again, and restore the world to what it once was.
Valkea the Spear of Hammerhome
Some say in jest that Valkea was born with shield and spear in hand, and that she killed her first Ravenok when she was nine. And while the latter claim is only a joke, the second one is most certainly true, as the story of a young, fierce girl driving a spear through a brid-like warrior’s gut while defending her infant brother, spread like wildfire in Hammerhome.
Drafted into the ranks of Myrmidons at the age of 12, Valkea became the youngest captain to lead her own squad, and before she was twenty, she had already locked shields with the legendary wielders of the Myrmidon spear. She had also found her one true love: Terhu, a Myrmidon just like her, both a lover and a companion always at her side both in battle, and in times of rest. But Valkea's happines was not meant to last, as it was in battle that the two were torn apart.
Short after the cataclysm that reshaped the world, Valkea and Terhu stood against a mysterious winged sorcerer, whose corrupting power made short work of their battle gear. Deprived of her shield, Terhu was struck down with a mighty blow and overwhelmed by the Mists. Valkea, wounded and surrounded by enemies, could only hear the screams of Tehru and the laughter of their demonic adversary, as they both faded away in the swirling Mists.
Now, with a determination and discipline unparalleled even by the greatest Myrmidons, Valkea pushes onward through corrupted lands, travels between Valskyrr and Naar, and seeks to find and free Terhu. Aided in her quest by those who have seen her in battle, as well as by new allies ready to stand by her side against any odds, Valkea knows that she will not rest until Terhu is once again by her side.Ravenok Stalker, Valkea's first kill.
Valkea as a Player Character
With a bit less fortitude, Valkea is nonetheless a warrior type, able to withstand Enemy attacks, and strike a countering blow that will cripple even the toughest foes. With what she lacks in pure resilience, she makes up for in a certain dose of mobility and range.
With a style of play not as complex as some other Heroes of Heart of the Mists, Valkea seems the right choice for those only making their first steps into the fiery lands of Naar, or the icy realm of Valskyrr.
Do you like Valkea's story? Do you like how she handles in battle? Tell us what you think!
- [+] Dice rolls
17 May 2016
A new Hero has recently joined the ranks of playable characters of the Mistfall universe. Today I want to present you with that Hero’s story, and introduce you to the mechanisms behind her theme.
They are called differently around the world, although “bard” seems to be the most common name. Singers, storytellers and performers, travelling alone or in troupes, they are usually welcomed wherever they go, as especially for those living in smaller settlements, they are a source of information on the outside world. And since the world has become much more volatile of late, the news they carry can be more precious than riches these days.
Although well liked almost everywhere, bards are held in especially high esteem in Valskyrr, as they are perceived as not only entertainers, but also keepers of knowledge and messengers of hope. Their accounts of heroic deeds often allow the common people of the cold north to reinvigorate their efforts in facing the horrors of the Mists.
Also, because of a belief (almost universal in Valskyrr, but also quite common in the rest of the known world) that one is not truly dead, as long as their name and deeds are not forgotten, bards are called Namebearers in Valskyrr. Indeed, their connection with heroes of old often allow them to tap into a fraction of their power, and inspire their companions to real greatness.
Aseke of the Dale
Aseke was born and raised on the road in a travelling troupe of performers. Although she is Valskyrrian by blood, she has spent most of her life moving from place to place, and performing for people everywhere between the Free Cities in the south, Valskyrr in the north and Naar in the east. She has also faced the threat of the Mists on more than one occasion.
Always cheerful and helpful, Aseke has found many friends around the world. She has on more than one occasion travelled into the wilds with the Shieldbearers of Forstvalley, or help the Myrmidons of Naar hold their ground with a war song. Her voice seems to possess the ability to calm ravenous beasts, instil strength in her allies, and pierce the darkness brought on by the Mists. The power she wields made her earn the status of a true Namebearer time and time again, and she is always welcomed in Frostvalley and Hammerhome alike.
It has also been said that she had been more than friends with the previous Lord Commander of Frostvalley keep. And while she has mourned his loss like many others, his passing did little perceivable damage to her character and demeanour. However, those who travel with Aseke have already seen that she exhibits even greater resolve when facing the horrors of the Mists, and that the name of Frostvalley’s fallen hero unlocks a power not seen in Aseke by anyone before.
Aseke as a Player Character
The Nambearer is the first Hero designed mostly with multiplayer games in mind (or for those who prefer to run two Heroes as they play solitaire). Most of Aseke’s abilities are based around supporting others, which means that she is somewhat weaker on her own, as her Feats centre around controlling Enemies and buffing friends. To offset for her lack of immediate strength, she is able to bring two Allies with her to any Quest.
Aseke also possesses a few Feats that allow her to use those Allies more effectively, as well as the ability to occasionally influence the number of Objective Tokens on the Time Charter.
So, how do you like the new Hero ready to venture into the Heart of the Mists
- [+] Dice rolls
12 May 2016
With Heart of the Mists going strong on Kickstarter, I think it’s time to tell you a piece of the story of the world of Mistfall, and introduce you to the new lands the events of Heart of the Mists will take place. I’m also proud to present you with some pieces of art that will make their appearance on Location Tiles in the game. And you’ll find a tiny bonus at the end of the update.
Rage of the Nightfather
The oldest legends of the world tell the story of its creation, of the fall of Dusk, one of two divine beings that forged lifeless matter into land, sea, sky, and all the beings that exist upon this earth. They also tell of how Dusk became disgruntled with the Firstborn, the children that turned away from him, wanting to forever bask in the warm glow of the goddess Dawn.
Disappointed and enraged, Dusk struck the earth with all of his destructive power, annihilating his children in hellish flames, and leaving part of the lands an ever burning desert. A desert now known as Naar.
The History of Naar
After the cataclysm, Dusk and Dawn met only once more, to labour together for the last time. Together they created men, and gave them free will to choose between the Shadows and the Light, and an unquenchable need to make the world their own.
Neither the cold nor the scorching heat would stop men from exploring and settling, and so, from the coldest parts of Valskyrr to the hottest regions of Naar, humans would claim the land as their own. And even though they would have to stand against threats forged by Dusk himself, who once again turned his back on his children, they would make the world their own.
The harsh conditions of Naar spawned in time a tribe of men both strong and resolute, able to not only adapt to the scorching sun and the burning sands of vast deserts, but to even tap into the strength of earth itself. Now the Kerathi, the first people to settle the hot wastelands, are known as fighters and craftsmen, able to wield the sword and arcane powers in the battle that is to decide the fate of this world.
After a great battle, in which men stood against the monsters and abominations of the Mists, for a while it seemed that humanity has finally gained the upper hand. But the devious power was only lying in wait, as only months after what felt like a victory, the Mists have struck again, changing the face of the world forever.
Twisting the paths and almost ripping the world apart, the Mists have done what seemed impossible. Now the burning deserts and the lands of frost and snow, once thousands of miles apart, can be traversed within a day. And it seems that only those with the strongest will can find their way to the same place more than once.
This new world immediately created new alliances. Humanity, now fully aware of the destructive and corrupting power of the Mists united, and heroes from every corner of the world are ready to stand together, to face the new threats spawned by the Mists.
And maybe, just maybe, find the legendary Heart, which will let them finally know how it feels to live in peace.
Bonus: Rules Supplement
Do you want to know what are the rules changes for the expansion? If so, you can download the Rules Supplement. I will also upload it to BGG, and inform you in the comments that it is also avaialble here.
- [+] Dice rolls