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Found 39 results

  1. Not-A-Mini: Aquire game board

    Been working on a commission for the last week, haven't progressed much on the Cthulhu Wars stuff. This is the result of my labor:
  2. I just painted up the Stone Juggernaut from the Tomb of Annihilation board game.
  3. Too Many Bones: Undertow

    New 'Expansion' for Too Many Bones. The game is a lot of fun, but definitely has a pretty steep learning curve when trying to figure out all the dice and timing of things.
  4. Blood Rage

    Wow I feel really outclassed here but I've gotta start somewhere... Painted these for a friend's birthday, it was several months past his birthday when I finished, lol. Unfortunately before I could properly finish he had to move so I had to rush and couldn't do as much as I'd like. A lot of bases remained unpainted, and some touch ups on some of the skintones that I was planning on doing after had to be left as they were. Not sure how many I can fit before it starts flagging me as spam so I'm just gonna show a photo of all of them, and then some of the monsters. They're the ones I'm most satisfied with. Blood Rage Base Game all painted minis Fire Giant Ice Giant Troll
  5. Cerebria - The Inside World

    About this project Cerebria is a team-based area control game for 2-4 players, set in a person's mind, re-imagined as a vibrant fantasy world. Players assume the role of Spirits, followers of the Inside World's two opposing forces, Bliss and Gloom, with the goal of shaping Cerebria's Identity to their image. For that purpose, they have been granted power over the Emotions, Cerebria's denizens: they can invoke, move, empower and evolve Emotions to influence and control Cerebria's Realms and Frontiers. Cerebria's state is in constant flux until a Spirit triggers a Revelation - these are key moments in the game when the current game state is evaluated and is preserved as a permanent Bliss or Gloom fragment on the Identity. Cerebria is a deep and highly customizable game full of player interaction, where timing and cooperation with your teammate are essential to victory. Multiple aspects of area control: Cerebria features seven different aspects of area control. The game is objective-driven: while each of these control aspects give benefits, their importance in scoring will change dynamically based on the Aspiration (objective) cards. Each side will have their own secret Aspiration, but there is also a common one, contested by both sides. By gaining resources from the Origin, players will eventually trigger Revelations - this is when the Aspiration cards are evaluated, and a Bliss or Gloom Fragment is added to the Identity based on the result. Leave your Mark on Cerebria's Identity: Cerebria has an innovative scoring system, manifesting in an impressive physical form in the middle of the board: the Identity. It is built of Fragments scored by Bliss and Gloom during Revelations, and apart from keeping track of the struggle between the two sides, both its size and facing have ongoing effects on the gameplay. The Emotion cards: Cerebria's gameplay revolves around the Emotions, the Inside World's inhabitants. These quirky little guys all have their unique, thematic special abilities, and an Intensity value that depends on the amount of Essence in them. The more intense they are, the more effectively they can influence Cerebria's Realms and Frontiers - with enough Essence, they can even be evolved to their stronger form! There are dozens of different Emotions available, with even more to come - enough to build and customize your own Emotion deck before each game to suit your play style. Team game with thematic play modes for various player numbers Cerebria has a strong team play aspect: in a four player game, each side controls two Spirits, working together to spread Bliss or Gloom across the Inside World. However, we are also adding a game mode where a player can play with an empowered version of a Spirit: the Shaper. The Shaper has additional abilities and more actions to match up against two Spirits at once, making it an ideal alternative for 3-player games, and for 2-player games with two Shapers. We have even more game modes for various player numbers as stretch goals that we can't wait to reveal! Note: The design, quantity and color of the above components are still subject to change as we finalize the game.
  6. About this project Resident Evil™ 2: The Board Game is a co-operative survival horror game for 1-4 players set in the Resident Evil™ universe. Players choose from a number of familiar characters before venturing into the zombie-infested streets and buildings of Raccoon City in a desperate fight to escape the nightmare! Designed specifically for the Resident Evil™ universe from the ground up, this game brings the thrills—and the dangers!—of the setting to the tabletop. World-class miniatures and innovative new mechanics help deliver an experience that captures the essence of the much-loved original video games while offering new twists and turns. The Survivor Pledge includes: Resident Evil™ 2: The Board Game The B-Files Expansion Set Kickstarter Exclusive Leon Alt. Model All Unlocked Stretch Goals Choose your character and explore the rich narrative of Resident Evil™ 2: The Board Game. With 20+ hours of gameplay, this pledge is packed with a horde of enemies and challenges to provide players with a terrifying and immersive survival horror experience. We don’t like complicated Kickstarters, so we’ve made this one as simple as possible. There is just one pledge level—which also gives you access to all of the fantastic stretch goals we’ll be unlocking as the campaign goes on! The best bit is that your pledge will include every stretch goal that gets unlocked during the campaign! So the more people who support the project, the more goals get unlocked, the more value we can squeeze in for all you awesome backers, and the bigger the box we're going to need! Optional purchases are also available to backers during the campaign. Simply increase your pledge amount by the amount stated. After the Kickstarter campaign ends, you will be able to select your options via our pledge management system. Malformation of G - Stage 5 is absolutely huge... The Malformations of G expansion contains four highly detailed models for the extra mutations of Dr William Birkin, along with rules and behaviour cards for each of these boss models. Also included are updated scenarios and tiles for the core game and The B-Files expansion, allowing players to encounter these deadly enemies as part of their games—plus a brand-new scenario for the final showdown with the massive Birkin Stage 5 mutation! The Retro Pack is for the old-school Resident Evil™ fans out there, recreating the artwork and style for each of the item, enemy, and character cards to appear as they did in the classic video game. It also includes a series of additional iconic tiles and scenarios to further expand your play experience. If you’re a series veteran who played the game the first time around and want to indulge your nostalgia for the good old days, then this expansion is definitely for you! Resident Evil™ 2: The Board Game combines intense resource management and an innovative Tension Deck mechanic to create an enthralling experience for veterans and new players alike. With world-class miniatures that are faithful to the original in every detail, this game will capture the essence of the classic genre-defining Resident Evil™ 2 video game. To survive the nightmare, players must explore dangerous and foreboding places for clues, equipment, and weapons that are critical to staying alive. Unusual sounds or barely glimpsed movement could hint at disaster. The Tension Deck forces players to carefully consider traveling through each area—and whether they can afford to avoid it altogether. The Player Characters: Ada Wong, Leon S Kennedy, Claire Redfield and Robert Kendo With precious few bullets and recovery items, every step into the unknown presents a difficult decision. Do you dare explore that darkened room? Can you afford to face your enemies head-on? Putting a bullet into an enemy isn't always the only way to survive! Resident Evil™ 2: The Board Game is a fully cooperative experience. If even a single character dies, the scenario is lost, meaning players must work together in order to succeed. Each character has distinct special rules based on their personality and background which must be used to aid their allies over the course of the game. A swarm of zombies surrounding the 3rd Mutation of William Birkin Whilst players can see some enemies and know how to plan ahead, what lurks behind each door is completely unknown. Remember, if one character dies, then it's game over for everyone, so pay careful attention to each shadowy corner! What will you do if a player is ambushed by a horde of zombies?
  7. Here is another of my Imperial Assault figures. IG-88. I followed the Sorastro guide, which involved drybrushing, washes, drybrushing, etc. 4 or 5 cycles. Then painting on some forced highlights, then a blue wash on one side and a red one on the other. This was fast, and a little sloppy. But fast. C&C Welcome.
  8. To break up your F5's for the Bones IV Kickstarter... Allow me to present another installment of my Imperial Assault work. I have been following the suggestions from the Sorastro Youtube Guides, but with Reaper Paints. Gideon Argus is a field general. It took a few tries to get a skin tone I was happy with, but I am pleased now. Not too sold on the dust effect on the jacket, but it is what it is. C&C welcome.
  9. The nice detail of this game is it can be used with just the Aircraft Cards without the miniatures if you need to travel light. So now the WWII game:With all the planes to scale, makes the bombers huge. As I said, there is more to come, stay tuned.
  10. Soooooo, those who read my Armada post may remember a statement I made that went like this: THIS IS WHERE I DRAW THE LINE... I think. Well that went out the window when I saw some clearance planes called "Wings of War". The models would look good on my display shelf... that is until I looked up "Wings of War" and then "Wings of Glory" was listed also. Needless to say when I saw the Videos they got me hook-line and sinker. Ah, the Emperor again, for scale comparison. The painting detail is quite impressive. So this is not the half of it. Check out my next posting.
  11. About this project 2-5 Players 30-45 min Ages 14+ Shipwrecked is an exciting new game based on an original concept by Matt Kirby, the designer of the the worldwide hit family game Apples to Apples®. Shipwrecked is a fast, fun game of bidding, bananas, monkeys and mayhem. Our extraordinary team of experienced designers, artists and illustrators have created an auction and set-collection game with a compelling theme, tight design, and top-tier art and components. To ensure that we can produce a quality game that will reach you before the holidays, we’re working closely with a U.S. based printer: DeLano Services. We’ll be shipping cartons direct from the manufacturer to fulfillment centers in North America and Europe. To complete, manufacture and ship this unique and exciting project, we need your help! ~=~=~=~=~=~=~=~=~=~=~ Welcome to Your once proud ship is now a wreck on the shore of an uncharted island. And you are not alone: Battered and broken vessels litter the rocky shore. You and other survivors are all desperate to repair your ships and return to your homes. Unfortunately, all the ships have been stripped of parts by a gang of motley monkeys, led by the wily Captain Coconuts. He’ll give you what you need - for a price! You’ll have to out-bid (and outsmart) the other castaways in the Captain’s auctions. Win what you need to rebuild your ship and you’ll sail away to victory! ~=~=~=~=~=~=~=~=~=~=~ Cards - Art in progress ~=~=~=~=~=~=~=~=~=~=~ Component list: 54 Cards 5 Individual Player Mats 1 Auction-board + 5 Tier Indicators 35 Bid Tokens (5 player-sets of 7 each) 60 Bananas 10 Banana Fivers 1 Turn Token A Very Brief Rulebook Loads Of Fun! ~=~=~=~=~=~=~=~=~=~=~ Cards - Art in progress ~=~=~=~=~=~=~=~=~=~=~ Coming sooner than a May monsoon! ~=~=~=~=~=~=~=~=~=~=~ Unique Symbols for Each Castaway (Player) - Art in Progress ~=~=~=~=~=~=~=~=~=~=~ The extraordinary artists behind Shipwrecked's unique look: Lee Moyer is a veteran art director, illustrator and designer for numerous games including 13th Age, The Doom That Came To Atlantic City, and licensed titles including Game of Thrones, World of Warcraft and Star Wars. He was also Concept Lead for Dungeons & Dragons 4th Edition. Lee Moyer: “It’s such a joy to be working with such an accomplished team. Integrating, art, theme, design and gameplay is crucial to creating an immersive and intuitive player experience. Happily, Elbowfish seems to have gathered the right folks to bring those elements together and make this game great.“ ~~~~~~~~~~~~~~~~~~~~~ Lyla Warren is an experienced and multi-talented concept artist, character designer, illustrator, animator and sculptor. Her clients include Disney, Cartoon Network, Sony, Mattel, Zynga, Popcap, Mondo Media and Laika. Lyla Warren: "I've created art for a lot of games and I'm so impressed with Elbowfish's focus on creating a really fun, captivating game for players. The team assembled for "Shipwrecked" has executed that beautifully. I'm excited to see people play it! I also really appreciate the effort Elbowfish undergoes to make sure artists are recognized and involved. It’s such a breath of fresh air. This game has been a joy to work on.“ ~=~=~=~=~=~=~=~=~=~=~ Game Design by a 25-year industry veteran, blending theme, gameplay and art Game Designer and Elbowfish Creative Director Andrew Mayer has been a designer, creative director, and consultant in games and interactive entertainment for 25 years. He was the original producer/designer for the award-winning, endlessly popular Petz series and is the creator of Hero Cards. Andrew has has worked with (and for) Sony, Warner Brothers, Bioware/EA, Playfirst, The Learning Company, Cartoon Network & others. Andrew Mayer: “I am inspired and impressed by the company’s focus on quality and creativity. We have more exciting games in the works - but Shipwrecked is something special. Plus, it's a freakin' gorgeous game! I am excited to add my experience to an innovative game studio with a strong vision.” ~~~~~~~~~~~~~~~~~~~~~ Built on an original concept & gameplay mechanic by Matt Kirby, the inventor of Apples To Apples! This is Matt's first game in over a decade, and he chose Elbowfish to develop and publish it! Matt Kirby: “I am really excited about collaborating with the Elbowfish team. I have been working on new concepts for several years, and I have kept my eye out for the right publisher to bring my latest ideas to the gaming audience. David’s integrity, his passion for games, and Elbowfish’s innovative business model made it an obvious home for my new games.”
  12. Dawn of the Archmage

    About this project Summon Your Power! Dawn of the Archmage is a small unit (miniatures) skirmish game for 2 to 4 players. Each mage will represent a school of magic, summoning powerful monsters to the battlefield. Pitting their fearsome creatures in gladiatorial battle, one mage will reign victorious, ascending to the title of Archmage. Do you have the strength and strategy to defeat your enemies? Will you become the Archmage? Dawn of the Archmage continues the rich fantasy world of Archmage Origins. Once the rulers of Sorcado, mages have fallen from power. Challengers arrive from every corner of the land. Knighted Paladins, land-hungry Lords... all seek to dethrone the mages. But mages don't go down easily. It's time to fight back! Each mage uses summoning powers to bring new and dangerous creatures to the battlefield. Expending massive mystical energy, their battle grows in frenetic power as monstrous beasts fight for the mages who control them, seeking to destroy all challengers in a magic-fueled frenzy. Ultimate power hangs in the balance as ferocious monsters shake the earth with battle-lust. In addition to summoning fearsome creatures to fight, mages posses a selection of powerful spells. With a single word, the battle can shift. Manipulating odds, controlling movement, and countering rival's spells, the mage's strategy will determine the supreme ruler of Sorcado.
  13. Here is another batch of figures from my work on my Wave 1 Imperial Assault collection. These are a little more recent, having finished them in late May. It also represents my second real attempt at a non-caucasian human skin tone. One of the figures is a more tanned skin color, and the third is more of an African skin color. I was very pleased how they came out, especially compared to my first attempt. I followed Sorastro's tutorials, but with Reaper paints. My favorite part of these aside from the skin was the blending I accomplished on the pants. C&C Welcomed. Colors under spoiler
  14. Here is another figure from Imperial Assault Core Game, by Fantasy Flight Games. Darth Vader. At once simple but difficult. Trying to achieve dull black and shiny black on the same figure was not easy. I followed Sorastro's guides, but with Reaper Paint. I think this was the first figure I broke out my then newly acquired Citadel shades for the OSL. The black was Black with varying amounts of Snow Shadow for highlights, and then a small dab of a Reaper Sample that is somewhere between ghost white and snow shadow. The camera flash definitely grayed it up, but when I took the pics with just the light box, it was too dark. It has some gloss varnish on the helmet and shoulder armor. Let me know what you think. Thanks for looking.
  15. Here is another upload of what I have been working on for the last 18 months: Imperial Assault Core Game. Here is Diala Passil, the Padawan Light Saber wielder of the core 6 heroes in the game. My color scheme follows the character art and Sorastro guide, but with Reaper and Vallejo Game Color paints. The camera makes the cloak look a lot more bright red than it really is. It ended up a sort of brick red in-hand. Overall, the saber blade was my least favorite part of this mini. Colors are under spoiler
  16. Cthulhu Wars: Onslaught Three

    Cthulhu Wars: Onslaught Three, featuring a faction called "The Ancients" has just been announced by Petersen Games, set to launch July 17th. EDIT: starts at 8 AM CST Monday July 17th.
  17. Cthulhu Wars

    And so it begins...
  18. To continue my Imperial Assault posts, here is the figure I photographed that had the best light. I'll have to re-take pictures of everyone else. Fenn Signis is a sniper hero in the game. I did follow the Sorastro Guides, but with Reaper paints. The hardest part of this figure was trying to paint in purple sunglasses, when they are not part of the sculpt. Oh, that and BLACK! The pic is a little out of focus on that one, because the camera chose to put the tip of the gun in best focus there. I was happy with how the rebel insignia on his shoulder came out. Enjoy, and let me know what you think.
  19. Hi everyone. In an attempt to put some non Bones 3 items on the forums, I present some Storm Troopers. It's been a while since I've posted my own pics. I've been working diligently for the last 15 months trying to finish the first set of Imperial Assault miniatures. I'd previously posted my Probe Droids and Imperial Officers. Below are my Storm Troopers. I did follow the Sorastro guides. If anyone doesn't know about those, it is a well produced set of You Tube videos worth checking out. These storm troopers almost killed the desire to do the whole project. I have been using almost exclusively Reaper paint, despite the tutorials using GW paint. This means I sprayed the troopers with white primer, then slathered on a bunch of Reaper Black Wash. It took 3-6 layers of paint to get them reasonably white. You can't tell too much in the pics, but there are areas which were left less white in shadowed areas like under the calf. By the time I was happy with them, I didn't want to add any battle damage or dirty feet, but I did it anyway in the spirit of following the tutorial. I think the gloss coat really makes these fit the full nostalgic effect. Let me know what you think.
  20. I bought in on the Kickstarter for the board game, Planetarium. It's a great game and the family loves it. But we want real planets to spin around the sun. So, I have taken it upon myself to make some. I know, shocking. Here's the game: The game came with slotted stands for upright cardboard tokens for the planetoids. But they are flat and hard to see on the board if parallel to your view. Where to start? First and quickest thought was to take a ping pong ball or four and just paint the planetoids on them as seen in the tokens. But where's the fun with that. Besides, I wouldn't be Thrym if I didn't use bark or some other basing material. Here we go! Ping pong balls ... close: These are "Practice" Golf Balls available at my local non-Dollar Tree dollar store. They come apart ... so expect to see them again! WOOT! But, the first one I want to make is going to a version of Planet B a turquoise colored planetoid. Shown above and here in the Player Mat: So, I started with the mini-wiffleball and glued small pieces of bark to it. And then spray primed it gray: Enjoy and Stay Tuned!
  21. Lidless Eye Hobbies: Blood Rage

    After many distractions and other projects, I've finally finished my set of miniatures from the "Blood Rage" board game by CMoN. I've been working on them on and off (mostly off) for over a year...the first few Giants were finished over a year ago according to my Facebook memories. I've posted some of the monsters before, but I figured I'd put them in this Show Off as well as part of the set. First, we have the Gods of Asgard: Odin: Heimdall: Tyr: Frigga: Thor: Loki:
  22. KD:M at Reapercon

    I've got my copy of Kingdom Death: Monster with me here at the con. If anyone is interested in trying it out, I'd be glad to run it over at the board game tables. ~v
  23. https://www.kickstarter.com/projects/87331127/epic-roll-eclipse-vanquish-the-light?ref=category_newest Vanquish the light and conquer a kingdom. Nice guys finish last in this fast-paced "press your luck" dungeon crawler.
  24. WIP: Warhammer Quest Silver Tower

    A friend of mine, Chris Stadler, is planning on running the new incarnation of Warhammer Quest, "The Silver Tower," at the Necronomicon convention this October (Tampa, Florida -- Oct 28-30 -- http://www.stonehill.org/necro.htm). To help out, I have been painting up two sets of the monsters, plus the heroes, and the "Mighty Heroes" expansion. (Why two sets of monsters? Because the game is normally meant for 4 players, but it would be nice to accommodate up to 6. That, and with things like Pink Horrors who split into two Blue Horrors when you squash them, it's nice to have a few extra minis around.) My figure paint jobs aren't going to win any awards, as I've got quite a few minis to paint, and not much free time as of late. (Plus, I've got to finish preparing for my OWN games at Necronomicon.) However, I just thought I'd share something that I think might be useful for games of Warhammer Quest: base labels. I started painting up the minis, following the document that shows how to assemble the puzzle-pieces together (and they ARE very puzzle-like -- with snipping them from the sprues without breaking off any details being a nail-bitingly tense challenge), but what I didn't realize until our first play-test was that it's actually *important* to note which of the various minions/monsters are holding particular weapons, because they attack differently. One minor trip-up we had was in identifying, for instance, which of the Kairic Acolytes was armed with a "Glaive," and which one was the "Adept." At least identifying which one had "Two Blades" and which one had "Blade and Shield" proved to be pretty easy. To speed things along, I figured I should put names on the bases ... but there's no way I'd have the time to try to do that by hand, when I'm struggling enough as it is just to get all these figures assembled, based, and painted passably. So, I took samples of each of the bases (25mm, 32mm, and 40mm round bevel-edged bases) and used the sticky side of a Post-It note to adhere to the beveled edge, then traced the curvature onto the (sticky) paper for each. From there, I scanned in the traces, and used that as a basis (narrowing things a bit to account for the fact that my tracing pencil has greater-than-infinitely-narrow thickness to it) for some templates in Photoshop. Photoshop has some handy text effects, including the ability to "arc" the text to follow such curvature. So, I started arranging "labels" on a sheet, then printed them off, and used dots of glue to affix them to the beveled edges of the bases. If I feel bold enough (and have enough other things taken care of), I may go back and touch up the white frayed edges of the "labels" with some black acrylic paint. I'm just a bit reluctant to mess with it because with every application of paint, there's the risk of it going somewhere I don't want it to. P.S., the storage box is a Portable Warfare "APC" box (basically a layer of pluck-foam with a foam base, and a foam cover, inside a large cardboard keyboard box). I printed off some Warhammer Quest "labels" to help easily identify the boxes. One APC box is sufficient to hold all of the monsters (so with twice the monsters, that'll come out to TWO APC boxes), whereas another APC box is sufficient to hold all the heroes, plus the Mighty Heroes expansion, with some room for further expansion. ... As for comments on the game and miniatures in general (although not a proper "review"): * The level of details on the miniatures is extraordinary, and although the pieces are "puzzle-like," they are well-engineered to go together, as long as you are VERY careful when snipping them off the sprues (I recommend a little pair of hobby snips to clip the sprue ends, then going back with a hobby knife to shave the sprue-join spots). There are many tiny details that can be very easily mistaken for flash or sprue-bits to trim off, and exceedingly fine points that worry off (fingers, keys, bows, spikes, grot arms) very easily. Part of my work is going to be to dig through my "bitz" to replace a broken bow here or a missing arm there (Chris got the second set of monsters as part of a deal from someone who got another copy of the game just for extra tiles, and it looks like the arms were already missing when he got the sprues) for the grot scuttlings, who were the most fragile of the bunch. * On the downside, a lot of the figures are ridiculously gaudy and I'm not so keen on the continued scale inflation of GW minis. Also, even though PC types are dipping into the ranks of Chaos for more variety, I feel as if the selection isn't nearly as diverse as I would have expected from the broad canon of Warhammer Fantasy. > The dwarf in the core game and the dwarf in the Mighty Heroes expansion look too much alike, IMHO. Back in the days of Advanced HeroQuest or Warhammer Quest there was a distinct difference between a "Dwarf Warrior" and a "Dwarven Trollslayer." I.e., only ONE of them was running around in a loincloth, with a bright fiery orange mohawk piled up so high as to tower over the heads of humans and elves alike. But here, BOTH the Dwarf heroes seem to shop at the same store for their ornamentation, and both have a thing with using outrageously-tall hair or plumed helmets to make up for height issues. And all that BLING tied into their beards. They ... look .. RIDICULOUS. > The Knight-Venator is an eye-catching model, but it's ludicrous to try to move it around the table -- especially when dealing with the problems of trying to make a 40mm base fit on a board with squares that barely accommodate 32mm bases. Also, he looks a little too much like the Knight-Questor (not that anyone's going to confuse the two, what with the wings). If we're going to have multiple knights, what happened to Empire vs. Bretonnian knight styles? Or the different Orders? There used to be a very distinct look, but I guess what with "Age of Sigmar," it's just NOTHING but "Stormcast Eternals" or whatnot. > On the other hand, I adore the Gryph-Hound. The Darkoath Chieftain is a magnificent figure, and I could see it being used for a lot of general fantasy as a great archetypical fantasy barbarian hero. (It was an additional nice touch that the Darkoath Chieftain has two optional bits for his left hand -- either holding an axe, or holding a tzaangor head. None of the others has any bits options, so it was an odd choice.) I have no idea what's going on exactly with "Mistweaver Saih" (the only female model), but it's a wonderfully dynamic model. The Pink and Blue and Brimstone Horrors are the best "Horror" models I've seen yet. (I've got a bunch of old ones from my Advanced HeroQuest days. If I run AHQ again, I'll use THESE instead of my old pewter models.) Actually, I rather like the Tzaangor and the Kairic Acolytes, too, although they're a challenge to assemble. And the Familiars! Such fun. Really, the monsters are great all around. :) * I actually prefer the game-play of the new Silver Tower game to the original Warhammer Quest (though the older Advanced HeroQuest will still hold a special place in my heart). The narrative elements add a bit of showmanship to the game (the other players had me do the "dramatic readings" from the narrative bits), and the dice mechanics are novel without being too fiddly or overly "cute." * I suppose my main "gripe" about the game would be that it doesn't *quite* scale right with number of players. It WILL be noticeably more challenging if you have fewer than the maximum of 4 players. My second one would be that I really could have done with some sort of "cheat sheet" or "reference card" listing the actions that EVERYONE is able to take each turn. Your own special abilities that your chosen character can perform are clearly spelled out on your card, but the basic stuff that anyone can do (recuperate, move, etc.) is only covered in the main book. After a bit of play, sure, you should be able to memorize this, but for introducing it to new players, it would be nice to smooth out a few of the aggravations of learning a new game -- and something like this would definitely help.
  25. Masmorra: Dungeons of Arcadia from CMON

    https://www.kickstarter.com/projects/coolminiornot/masmorra-dungeons-of-arcadia Masmorra is the dungeon underneath the great city of Arcadia, which was used as a testing ground for prospective Guild Heroes. But since the warlock Malaphyas took it over, filling it with his monstrous minions, it's become a real challenge, beckoning the Heroes to brave its treacherous corridors in search of fame and fortune! Masmorra: Dungeons of Arcadia is set in the Arcadia Quest universe, but is in fact a completely new and different game. In it, 2 to 5 players each control a single Hero, competing against all other Heroes. They must explore the rooms of the dungeon, defeating monsters, evading traps, and collecting gold in order to be the first to reach the highest experience level. •5 Hero miniatures • 5 color bases • 5 Hero dashboards •12 Monster dice •7 Action dice •67 Dungeon tiles •70 cards •45 Tokens •5 player aid sheets •1 experience track sheet •1 rulebook The Masmorra core box also comes with 5 cards that allow you to use its Heroes in Arcadia Quest as well!
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