Today we’re introducing the designers of the first social goal unlock, a special standalone scenario, which will be included in all Kickstarter copies of the game (but not the retail channel copies that reach stores).
You may know them as designers on highly rated games like Descent (2E), Warhammer Quest: The Adventure Card Game, and the Star Wars: X-Wing Miniatures game, as well as expansions for Descent, Mansions of Madness and Space Hulk: Death Angel.
But we like to think of them as Adam & Brady Sadler!
We don’t yet know what kind of dangers they will design, but be assured it will be something especially torturous for the heroes to face.
A lot of people are very curious about what’s included in the newly announced “Hideout” expansion (which is what we’re calling the one featuring Neshilim). We’re happy to share some details with you here.
Every party of heroes needs a hideout… a place to rest weary bones and grab a nice pint of mead in between adventures. A haven of rest and meditation. But the Cult is afoot, and the peace is disturbed…
What you’ll find in the box are two full-sized maps on a double-sided board. Accompanying that are four scenarios that encompass a story wherein our intrepid heroes encounter a tavern that turns out to be a front for cult operations.
The maps include the tavern, its cellar, and the surrounding area.
Also included is information on using the tavern as an “HQ” for the heroes to rest up between campaigns and a place to sell off treasures or maybe even resurrect their dead comrades.
Will the heroes be able to rescue the hostages that the cultists are holding inside the tavern? Perhaps with the help of Neshilim they can save the bartender and customers before the cultists slaughter them. The civilians will be represented by additional tokens included in the set.
Unlike the main campaign, the heroes’ primary goal is to eliminate the cultists so they can make use of the tavern for their own needs. Of course, saving the hostages would certainly gain them benefits too.
But as they say, there is no rest for the weary, and as soon as the party is safely inside, the cult will counterattack, and the group must defend their new refuge.
Assuming they survive, and have rescued the innocents, they can claim the tavern as a place of respite and succor. They may also find themselves with a share of the six new treasure cards that are included.
There has been a question of what good such a home base will do the heroes when they can’t travel there in the middle of the campaign, between scenarios, to heal up.
The answer to this is simple – the currently available campaigns, as well as future campaigns that are in the works, are each designed to be completed without leveling up or healing all your wounds in the middle of them. Life is hard near the Rift, and this isn’t supposed to be a cakewalk.
But in addition to being a cool set of scenarios you can play before or after a campaign, the tavern can serve as a place to rest, recuperate, and buy and sell treasures in between them.
New Pledge Tier for groups and local gaming shops
Based on a number of inquiries from small game shops, we’ve added a pledge tier allowing interested shops or groups to purchase 10 copies of the game for a discounted price. Please see the main KS page for details.
One more thing…
Those of you kind enough to continue helping us debug the rulebook have asked for a central location to track updates, so we’ve set one up for you on google docs. Look here for official changes that we’ve implemented in the downloadable rulebook. And feel free to comment on it.
That's all for now, and as always, thank you for your continued support. We couldn't do it without you!
- Last edited Wed Nov 25, 2015 12:54 pm (Total Number of Edits: 2)
- Posted Wed Nov 25, 2015 11:54 am