Friday, May 30, 2008

FIGHT KLUB FRIDAY - CLAN NAMES & RULES OVERVIEW


The Founding Mentors are soon going to vote on the Final Clan names. The names will be chosen from a list that will end up looking a lot like this one:

Anarchy With Honor
Anointed
Archangels
Avarice
B.B.S. (Broken Bone Society)
Bareknuckle Kings
Black widow
Blitzkrieg
Brotherhood
C.F.C. (Central Fighting Council)
Cabal
Children of Liberty
Council
CTRL-ALT-DEL
Dark lotus
Disciples
Evolution
Evolved
Faceless
Fallen Angels
Forge
Forgotten
Forty Thieves
Fury
Genesis
Gunslingers
Hammers of Asgard
Harbingers of Dread
House of Thunder
Illuminati
Immortals
Inner Circle
Kallisti
Kaos
Krew
Legend
Legion
Legion of Fear
Lotus
Machiavellians
mad hatters
Malakim
Mistaken
Order
Outriders
Phoenix
Ronins
S.O.S. (Society of Shadows)
Saints
Schroedinger’s Cats
Spartans
Steampunks
Swords and Scales
Syndicate
T.F.K. (Thirst For Knowledge)
Vengeance
Vengeance Inc.
Wild Cards
Wolf Pack

Sometime soon the Founding Mentors will be voting to bring this down to the Final 13 Clan Names. From those names I prefer - Gunslingers, Wild Cards, Illuminati and Spartans. Of my 11 suggestions for names, 3 are on this list - Legion of Fear, Harbingers of Dread, and Anarchy with Honor - and I don't think I'd pick one of those for my own Clan name...

Today's official gameplay preview is nothing Earth-Shattering like some card images or a release date, but it is the best look at the rules to date. Combing through all of Tim Ellington's Friday columns provides a very good picture of the game rules and feel. I like it. A lot.

Here is Tim's big post today:

"We’ve talked about some of the cards, functions and design goals of Fight Klub, but how exactly does the game work? What are the components of the game, and how does it all come together?

In a nutshell, here’s how it plays out.

There are 6 types of cards in Fight Klub:

1) Character (Starts in play. Hero or Villain. Provides Energy and game functions)
2) Condition (Plays on table and provides game functions.)
3) Effect (Plays from hand to provide numeric boosts to skirmishes. Some provide game functions.)
4) Fight card (Plays on table. Most have three skirmishes that match up with opponent’s Fight card.)
5) Gear (Plays on table, can provide numeric boosts as well as game functions.)
6) Instants (Plays from hand and provides game functions.)

A deck consists of 40 cards:

1 Hero or Villain
12 Fight cards in a Fight stack
27 cards in your Draw deck.

You build your deck around your character and the Energy they generate (one or more of the three “colors” of Energy). You choose Fight cards that work in combination with Effects and other cards to win skirmishes and score damage against your opponent’s life. Your Draw deck consists of cards that help you create a synergistic balance between executing your gameplan and disrupting your opponent’s strategy.

A typical character may have 8 Life, 5 Hand and 1 Hold. It takes 8 damage to knock you out of the game, and you get to start each turn with 5 cards in hand and can keep (Hold) 1 card at the end of each turn before you Even up (Discard down to your Hold number, then Draw up to your Hand number).

At the start of the game (and at the start of each turn), your character generates Energy, marked by colored tokens. This Energy pool is used as a bank of resources to pay the cost of playing cards from your 27-card Draw deck. Fight cards, which are drawn from a separate Fight stack, have no cost to play.

A turn has three Phases: Setup, Fight and Cooldown.

The Setup Phase starts with each player getting their Energy allocation, and then each player gets two Setup actions. A Setup action can be used to play a Condition or Gear to the table, play an Instant card with the Setup keyword, or execute a Setup gameplay function from a card in play.The player with The Drop determines which player takes BOTH their Setup actions first. Then the other player plays their Setup actions. Then each player turns over three Fight cards, creating three random “fights.”

The Fight Phase begins when the player with The Drop decides which fight to resolve first. Once the fight is chosen, each player gets one Enhance action. An Enhance action can be used to play an Effect card on a player’s current Fight card, play an Instant card with the Enhance keyword, or execute an Enhance gameplay function from a card in play. The player with The Drop determines which player takes their Enhance action first.
The fight is then resolved by determining who wins the most skirmishes on the Fight card, or who has the winning condition if the fight is being resolved with Clash gametext. After the fight is resolved, and any rewards or bonuses are awarded, each player gets one Score action. The player with The Drop determines which player takes their Score action first. The player with The Drop then chooses the next fight, and the steps are repeated until all three fights are resolved.

After the final fight of the turn, there is a Cooldown Phase. Each player gets one Cooldown action. A Cooldown action can be used to play an Instant card with the Cooldown keyword, or execute a Cooldown gameplay function from a card in play. The player with The Drop determines which player takes their Cooldown action first.

Both players then Even up by discarding to their Hold number, and then drawing to their Hand number. The Drop is exchanged, signalling the end of the turn, and the next turn begins, with the player with The Drop determining action priority.

As you can see, the game is not mechanically complex, but the variations you can create with your choices of Fight cards and Effects, as well as the way you can manipulate the table with your other cards creates a play environment thats fast, fun and has tons of in-game decisions to keep you on your toes. :-)

So, an example might be:

A fight card with skirmish numbers of 3-4-5.

Your character provides a bonus for the center skirmish of, say 2. You play an Effect that gives you a 2-0-1 boost, and now your skirmish totals are 5-6-6. What can your opponent muster? Let’s say you win the center and right skirmishes, so you score the Fight card. The right skirmish had a reward tab of Add 1 Yellow Energy. So you get to score 1 damage to your opponent and Add 1 Yellow Energy for winning the reward tab.

But your opponent plays an Instant for his Score action, which awards him 2 of any energy if he loses the previous fight. Now he has 5 Yellow Energy tokens, to your 3, and the next Fight card has clash text which scores the fight for the player with the most Yellow Energy! But for your Enhance action in that fight you activate an Enhance function on one of your Conditions that forces your opponent to Burn 2 Energy… now what options does your opponent have? :-)

He can’t change the outcome, so you managed to tie that Fight card. This “raises the stakes” and the two tied cards are set aside, waiting for the outcome of the next fight, the final one of the turn. Which, because you had The Drop, you waited to do last because…."


That is your Fight Klub news of the week.

Remember, when you think Fight Klub, think Spike.



© 2008 W. Peter Miller

Fight Klub and all related images are trademarks of Decipher, Inc. All Rights Reserved.

Monday, May 26, 2008

Tannhäuser Tuesday - The BIGGEST EVER!!!

This week is the start of something big at Savage Tales. Tannhäuser Tuesday is by far the most popular feature on the site. And in an effort to bring you the best in fresh and exciting Tannhäuser material, littlewars from the Fantasy Flight Tannhäuser Forum will be teaming up with me to bring you the best Tannhäuser custom stuff anywhere on the planet. In addition to our contributions to the growing world of Tannhäuser customs, the first Tuesday of each month here at Savage Tales will feature the...

U-Chronic Token of the Month

June's token will surely thrill you. Mark your calendars. Littlewars will be supplying most of the tokens for that feature. Littlewars will also be delivering scenario translations and other awesome Tannhäuser custom material.

The Right Hand of Doom

Last year, when I started reading about Tannhäuser, I knew I would have to get Hellboy into the U-Chronic world. There is a lot of common ground between Tannhäuser and Mike Mignola's amazing comic books and I can't imagine a more natural fit.


I have some experience adapting the B.P.R.D. into game terms already. See my article in Issue #7 of The Codex for Heroscape versions of the characters.


Team Savage Tales plans to create a complete B.P.R.D. faction. Because of the sheer power of Hellboy, the B.P.R.D. will only be able to field 3 figures when Hellboy is on the team. But that will be enough, because he is mighty. Without Hellboy, the B.P.R.D. can field the usual team of 5 figures. The B.P.R.D. is on the side of the Union, but they may not intermingle when creating an army.

When complete, the B.P.R.D. will be able to select their team from the following characters:
Hellboy
Abe Sapien
Lobster Johnson
Roger the Homunculus
Trevor Bruttenholm - (if an appropriate figure can be located from the sea of prepainted clix)
B.P.R.D. Agent 1
B.P.R.D. Agent 2

Additionally, the Matriarchy will be able to enlist the services of Grigori Rasputin.

Anyone interested in fielding a B.P.R.D. team should plan on buying the Heroclix B.P.R.D. box set that contains Hellboy, Hellboy as a child, Abe Sapien, Liz Sherman, Roger the Homunculus, Johan Kraus, and Ben Daimio. Two other Hellboy figures and the Rasputin figure are available at Everything Mage Knight and many other on-line retailers as single figures for purchase from the Indy Heroclix expansion. That is also where you can find the Lobster Johnson figure. The crab-like nasties pictured here are re-based Dreamblade Hive Pincer figures - this is a dead collectable game so the figures are cheap (.69 at Everything Mage Knight).

Liz Sherman, Ben Daimio, and Johan Kraus are not being included at this time because they don't fit easily into the U-Chronic timeline. A scenario featuring Trevor Bruttenholm and the young Hellboy could be created and might be a lot of fun. That scamp can get in a hell of a lot of trouble. If any of you Clix fans know of a good figure for Bruttenholm we'd love to hear it.

The Tannhäuser B.P.R.D. project will take a long time to complete so bear with us as we see the project through (I am also working on finishing the Moeller's Hermetics faction. If anyone has thoughts for addition characters from the Hellboy universe to include, please let us know. We would also like to hear any comments on any of the works presented.




The big reveal... of Big Red...







This week's special feature is a sneak peak at a work in progress. Littlewars and Doc Savage present the first draft of Hellboy...


Proposed Tokens:
Special Item: Right Hand Of Doom
Samaritan Pistol
Tracker Bullets
B.P.R.D.
Demonic Strength
Immunity To Pain
Celerity (aka Dash, lol)
Grenade

Be here next week for the first U-Chronic Token of the Month on Tuesday, June 3rd!



I FEEL U-CHRONIC!!!



© 2008 W. Peter Miller

HELLBOY, ABE SAPIEN, BPRD, LOBSTER JOHNSON, and related characters are trademarked TM and © by Mike Mignola. All rights reserved.

My custom additions to Tannhäuser are not created by, distributed, or endorsed by Take on You, Asmodee, or Fantasy Flight. Tannhäuser and all related characters are trademarks of Take on You and © Take on You LTD. All Rights Reserved.

Friday, May 23, 2008

FIGHT KLUB FRIDAY - TO THE PAIN


Todays game play update continues with more rules and concepts about the Fights. This is not surprising as the game is all about the fight. Tim Ellington's Friday update gets into the specifics of how the Fights are scored and twists and exceptions that come up.

If you win 2 of 3 Skirmishes on the Fight card, you score that fight. We now know that each Fight card has some blood splatter icons that indicate how much damage the card does.

Some cards from your hand can cause double damage



"This is a .44 magnum, the most powerful handgun in the world"

and some can take away damage.


"I am not left-handed"

There are also non-Fight cards that do damage.



"No one expects the Spanish Inquisition!"

But the major reveal is about what happens when a fight ends in a tie. If that happens, the players put their Fight card off to the side where it is held until the next fight is resolved. If that next fight (this even carries over to the next turn) ends in a draw, that card is added to the pile of tied cards. When one of the players finally wins the fight, they score all the cards in their pile.



"Game over, man"


© 2008 W. Peter Miller

Fight Klub and all related images are trademarks of Decipher, Inc. All Rights Reserved.

Tuesday, May 20, 2008

Tannhäuser Tuesday - Hyena Custom Card


When playing with the hyenas, Jackal gets an additional pair of tokens. These represent his trained companions.

Jackal can replace an equipment token with a hyena token. Each token used would get him one hyena, up to a maximum of two. The hyenas have their own board and are a one wound-to-kill animal that you can't use first aid on. They are limited to attacking figures that are adjacent to them on the same path as Jackal.

The hyenas have the Close Combat skill but may not use any weapons.

The hyenas may choose 2 tokens from a pool of 4.

Relentless - If attacking a wounded character the hyena gets a +1 to its Combat.

Follow the Scent - The hyena may move and attack on any path adjacent to Jackal's path.

Bloodthirsty - If the hyena kills a character it must attack an adjacent figure if there is one. The hyena will not attack Jackal, but will attack friendly characters. If there is more than one adjacent figure, the hyena's controller chooses which adjacent character to attack.

Hunter - The hyenas may move through enemy figures without penalty.




I FEEL U-CHRONIC!!!



© 2008 W. Peter Miller

My custom additions to Tannhäuser are not created by, distributed, or endorsed by Take on You, Asmodee, or Fantasy Flight. Tannhäuser and all related characters are trademarks of Take on You and © Take on You LTD. All Rights Reserved.

Monday, May 19, 2008

Raiders of the Lost Adventure Movies

I love adventure stories. Doc Savage, Indiana Jones, Professor Challenger and the Lost World, Conan and many others. The early and mid twentieth century were full of adventure tales. The world was not fully explored and full of mystery. The pulp magazines of the time were chock full of adventure.

Where do we find adventure today? Our society seems skeptical about adventure. The world seems fully explored and there are not a mesa full of dinosaurs to be had. No Martian canals or Tars Tarkus to lead us. The moon is a dead rock; no Lunarians lurking about. The Earth is not hollow; no Pellucidar, no Ka-Zar with Zabu his Saber-Tooth Tiger. We seem to find adventure in the past far more than the present. Or maybe that's where I find myself looking...

At the movies this summer there are a few adventure films, I am even looking forward to some of them. All are sequels or remakes.


First off, last weekend saw "The Chronicles of Narnia: Prince Caspian" from Disney. I haven't seen the first, so I won't be seeing this one. Caspian did good money, not great, but solid.


Then comes the behemoth of adventure films, the upcoming "Indiana Jones and the Kingdom of the Crystal Skull". I am really wondering which Indy we will see. The tough as nails, gets through by brains and sheer force of will Indy from "Raiders of the Lost Ark", or the luckiest man on Earth from "Temple of Doom." I'm praying for the Indy with guts. (Friday, May 23 from Paramount)


Next is "Hellboy II: The Golden Army" from the minds of Mike Mignola and Guillermo Del Toro. I am really looking forward to seeing Big Red again. I'm had the good fortune to meet both of those men and in addition to being brilliant, they are wonderful people. This is my most anticipated film of the summer. (Friday, July 11 from Universal)


The same week is also "Journey to the Center of the Earth 3-D" starring Brendan Fraser. Word on the street is not good on this one... (Friday, July 11 from Warner Bros)


I am really hoping that "The X-Files: I Want to Believe" doesn't suck. It has been a long time since we last saw Mulder and Skully - OK, not as long as since we've seen Indiana and Marion - and this movie was really off my radar for some reason. I like the X-Files and I hope it's good. (July 25 from Fox)



"The Mummy: Tomb of the Dragon Emperor" is yet another summer sequel and another Brendan Fraser film. There are good people in this - Michelle Yeoh, Jet Li. Here's hoping it's good. Another period adventure film, this one in China. I did enjoy the previous Mummy films, and Rob Cohen has made some good films. Some lesser ones, too...

In the future I'm sure I will write more about adventure fiction and comics. May you find a little adventure in your life.

Sunday, May 18, 2008

Heroscape Custom Army Card - MacGreggor

One of my Heroscape customs, Sgt. Doug MacGreggor recently passed through the Tried And True program on Heroscapers, and I have now updated the card.

His tale is a savage one, indeed. I hope to be able to share it with you soon...




© 2008 W. Peter Miller

My custom additions to Heroscape are not created by, distributed, or endorsed by Hasbro. HEROSCAPE and all related characters are trademarks of Hasbro. © 2006 Hasbro. All Rights Reserved.

Friday, May 16, 2008

FIGHT KLUB FRIDAY WITH SPIKE


There are two happenings in the world of Fight Klub this week. First off, the Friday gameplay spoiler reveals more about Fight Cards. The Founding Mentors were also revealed. Not to blow the suspense, but I'm in!

So when you buy Fight Klub, remember Spike sent you.

Last week I discussed the Fight cards and Skirmishes. Well, this week they revealed a little added wrinkle. The type of Fight cards discussed last week are called Power cards. There is at least one more kind of Fight Card. This week we learned about Clash cards.

Clash cards, like Power cards can be just for your character (Signature) or for anybody (Global). You may have up to 3 Clash cards in your Fight stack. They can be all the same card, or different cards. Clash cards work completely differently than Power cards. There are no numbers to compare on them. Clash cards win you the fight based on conditions printed on the Clash card. The example given is, "The player with the most cards in hand scores this Fight card." The Clash cards each have their own conditions to win that Fight.

Clash cards trump power cards, so the player that meets the conditions on the card, wins the Fight. You would try to set up your deck so that you would be the likely winner, but events may trigger the opponent's victory.

When 2 Clash cards are played, the player with The Drop gets to decide which Clash card's conditions are used. Again, control of The Drop is important.

I am very encouraged by all the tidbits leaked so far. The rules leaked so far make me think that the fights will be fun to play out and are not anything like a dice fest or a bunch of dry mechanics. the Fight cards will be flavorful and exciting. Just when you think you've got your opponent on the ropes, they hit you with the "Feel Lucky, Punk" card and Dirty Harry plugs you. Or the "Bitch" card and Ripley bitch-slaps you across the cargo bay.

Fight Klub game designer Tim Ellington also dropped another hint in a post. He said that in addition to the known Fight card types (Mental, Physical, Spiritual) "there might be one more. I can’t remember. Is there a fourth one? I think there might be a fourth one every once in a while…"


I'm psyched up for Fight Klub!

I hope that Decipher gets Fight Klub out for the summer convention season, but I think it may be fall...

Remember, when you buy Fight Klub, think Spike!!!




© 2008 W. Peter Miller

Fight Klub and all related images are trademarks of Decipher, Inc. All Rights Reserved.

Monday, May 12, 2008

Tannhäuser Tuesday - Jackal's Jackals







In 1948, Matthäus Lang found himself in Africa searching for the staff of Ra, a valuable artifact he overheard some archaeologists discussing. His search took him to the southern reaches of the Sahara Desert. It was here that he found something that has served him better that some ancient trinket. In the scrubby brush barely surviving at the edge of an oasis he found two tiny pups. He thought they were dogs and took pity on them. He fed them. They followed him back to his camp and into his future. As the pups grew older, he learned they were hyenas, but by then he was too attached and they became his traveling companions.

In early 1949, in the jungles of Southeast Asia, the animals saved his life yet again. They held off Clark Savage, Jr and his men long enough for the Jackal to escape.

His whereabouts are currently unknown.

Tannhäuser notes:

I thought that the Hunting Hyena - a Common D&D Miniatures figure from the War of the Dragon Queen set - would make a great companion for my custom mercenary, Jackal.

You can see Jackal here.

If playing with the hyenas, Jackal gets an additional pair of tokens. These represent his trained companions.

Jackal can replace an equipment token with a hyena token. Each token used would get him one hyena, up to a maximum of two. The hyenas have their own board and are a one wound-to-kill animal that you can't use first aid on. They are limited to attacking figures that are adjacent to them on the same path as Jackal.

The hyenas would have stats of: 5 - 3 - 1 - 7

They would have the Close Combat skill but may not use any weapons.

The hyenas may choose 2 tokens from a pool of 4.

Relentless - If attacking a wounded character the hyena gets a +1 to its Combat.

Follow the Scent - The hyena may move and attack on any path adjacent to Jackal's path.

Bloodthirsty - If the hyena kills a character it must attack an adjacent figure if there is one. The hyena will not attack Jackal, but will attack friendly characters. If there is more than one adjacent figure, the hyena's controller chooses which adjacent character to attack.

Hunter - The hyenas may move through enemy figures without penalty.


Questions for the Tannhäuser fans -

How many hyenas do you think that Jackal should be able to get? Is two the right number?

Is the loss of a weapon slot too harsh a penalty, or is that a good trade off for an additional figure (the hyena)? Or should getting the hyena cost more?


I FEEL U-CHRONIC!!!



© 2008 W. Peter Miller

My custom additions to Tannhäuser are not created by, distributed, or endorsed by Take on You, Asmodee, or Fantasy Flight. Tannhäuser and all related characters are trademarks of Take on You and © Take on You LTD. All Rights Reserved.

Friday, May 9, 2008

FIGHT KLUB FRIDAY WITH SPIKE


THE SKIRMISH

This week's rules sneak peek is all about the Fight and specifically the 3 skirmishes on each Fight Card.

The Fight Cards have 3 Skirmish numbers printed across the top. You line these up with your opponents card and if you have a bigger number, you win the Skirmish. If you win 2 Skirmishes, you score that Fight Card. Some Skirmishes will have "results tabs" bonuses you get for winning that skirmish.

However, who ever has "the Drop" gets to pick when each Fight card is used and the order of the Skirmishes on that card.

This simple set up for the fights will be complicated by power-ups from the results tabs, Effect Cards, weapons, and the character you are fighting with. There will be very deep strategy on when you play these bonuses, how you use the Drop, and building the deck for the character.

The Character cards have some fist icons along the top row, color keyed to the type of character (physical, spiritual, etc.) The Fight Cards also have a colored bar across the top and you will get a 1 point bonus to the skirmish total for each fist on your character's card that matched the color of the bar.

Knowing these details of the core of the game, how the fights work, has me more excited about the possibilities of this game than anything since the news that decks are limited to one of each rare. We are going to be able to build cool decks that will be able to play out in an enormous number of ways.

Now let's see some cards.

Hasta la vista,

Spike



© 2008 W. Peter Miller

Fight Klub and all related images are trademarks of Decipher, Inc. All Rights Reserved.

Tuesday, May 6, 2008

Tannhäuser Tuesday - May Token of the Month

Tannhauser Tuesday

May brings us a new Token of the Month on the French site. I access that site through Babelfish just so I have some clue to what it is about.

May's token of the Month is a nice bustier called Wunderstahl.


This Steel Corset was bestowed on Blutsturm Division in May 1951 by the Baroness Freya Von Karloff, the Maitresse of the Iron Division, distinguishing the Investigator Eva Krämer for her exceptional services.

The character wearing the Wunderstahl is treated as if its Stamina Values are 5, 5, 5 and 5.

Can be carried only by characters having the Blutsturm Division affiliation.


I used the Apple Dashboard translater on the pdf to come up with this.

Saturday, May 3, 2008

SMALL BOX GAMES - New Game Preview


Dirge: Carnage in Crimson



John Clowdus first came to my attention as a brilliant contributor to the Custom Army Card section of the Heroscapers.com website. He created numerous high quality customs and held the long-running and very popular "Speed Customs" contests.


John decided to break out on his own and started his own company, Small Box Games.




Small Box Games publishes small, inexpensive, well designed Euro style games. John Clowdus is Small Box Games owner and designer. So far he has published three great games - Rifts, Temple , and Politico. His next game, Dirge: Carnage in Crimson, is releasing soon, so I thought I'd ask him a few questions.


Do you have a profession outside of making and selling games, or have you transitioned into just selling games?

I still have a full time job in real estate, which is terrible right now. I’d love to move into games full time, but I don’t think I’ve quite established myself, or Small Box Games quite enough to take that plunge. If this year continues this well, it is a possibility.


Where did you grow up? Did you play a lot of board games or rpgs? Where did your love of hobby games come from?

I didn’t start gaming until I was thirteen, when I saw an advertisement for Fallen Empires, and thought it looked pretty cool. I played Magic, off and on, for 10 years. I haven’t bought cards in a long time, but we still play crap rare draft, mental magic, and old block draft whenever I get a chance.



Politico, your first release, did quite well with BGG readers, ranking 8.0 out of 10. That's a great start. When did you start designing games?

I started seriously designing games around two years ago. I’ve always liked making things, and with board and card games, everything just sort of came together. There’s so much room in board games to push your creativity. With any game I’ve ever seriously been into, I’ve always wanted to customize something about the game, add my own touch. Heroscape was a great outlet for that.


See John's custom Heroscape work

More of John's amazing Heroscape stuff


What was the factor that pushed you to make and sell your designs?

The realization of how difficult it is to get your games picked up by publishers when you’ve never been published before. And even if they do like your game, it takes a while for it to get published. This just seemed like a smarter way to do it. Plus, I wanted to try to run my own business. In the end though, it was my wife, Britt, who really pushed me to start my own company. Things are going really well, so far. I can’t complain.


Have you tried to get established publishers to buy your designs? How close did you get? Is there an experience you can talk about?

I submitted games when I first started seriously making games, for around six months, I tried to get a few games picked up by publishers. I had a few close calls, but in the end, nothing worked out. It’s really, really tough to make your way into games. A lot of publishers here have their own in house stuff, and the others publish things that are already successful overseas, so it makes it hard to even get your game looked at, because there is just some much already out there from established designers. At least, that’s my perspective.


Your other games have a very 'Euro' feel to them, but Dirge is a bit different. After all, it is a combat game, isn't it?

Yes, it’s a combat game, definitely. But, it’s not a dice fest. All of the figures deal a set amount of damage. That damage is reduced by the attacked figures’ toughness. But, each figure’s toughness is different on each of its sides. Some figures can’t kill other figures unless they attack them from the back. There is a touch of luck, though, through the evasion stat. Most figures have an evasion value, that allows them to roll a die when they’re attacked, and if they meet the requirement, they dodge the attack.



Dirge has cards, miniatures, and a cloth gameboard. How much will all this cost?

$21.95. If you can preorder it by Friday, May 9, you can get it for $19.50.


How many players will Dirge accommodate?

Dirge is a game for two players.


How long do you expect a game of Dirge to take?

Around 30 minutes. Given, there’s a bit of a learning curve to that number. The first few games may take a touch longer, as players get to learn what all of the figures do.


When does Dirge release?

May 12, 2008


Do you have more games in the pipeline? Anything you want to tease?

Yeah, we have lots of stuff in the pipeline, and I’m constantly making new games. We have two Euros slated for next month (hopefully). One is a tile based civilization building game that I think is going to go over really well with the light Euro crowd. After that, we have two more miniature combat games. Totally different from Dirge and each other.


Anything else you want to share?

I just want to thank everyone who helped get this started. Small Box Games is pretty much a one man show, and without the fans it would have been tough to get this thing moving. I look at some of the other small publishers, and I’m really amazed how well Small Box is doing, and I totally owe that to the people who took a gamble on a small company and purchased our games. Thanks.



Photos courtesy of Small Box Games


© 2008 W. Peter Miller

FRIDAY NIGHT FIGHT KLUB with Spike

The Phases of the Moon - errr - Turn

Well, I started writing this on Friday....

Decipher revealed more of the rules today - The phases of a turn.

They have set out to make a game that is simple to learn, but with deep strategy. We are just beginning to get glimpses to see how they have done.

Fight Klub Turn Sequence

Each turn is divided into 3 Phases. The player with "The Drop" chooses who goes first in each Phase.

Setup Fight Cooldown

Setup
There's a lot that happens in the setup phase.
1. Do one Setup Action
2. Do two of the following (you can take the same action twice):
Play a Condition
Play a Gear
Play one Instant - Setup
Take a Setup Action
3. Play three Fight Cards off the Fight stack

Fight
The Fight Phase is played out in 3 skirmishes. The three fight cards taken off the Fight deck in the Setup phase are turned over and matched into pairs. These represent the 3 skirmishes.

Each skirmish has 3 steps.
Enhance - you may play one Effect or one Instant-Enhance card.
Fight - resolve the skirmish.
Score - you may play one Instant-Score card or take a Score Action and if you won, Score that Skirmishes Fight Cards.

Cooldown
You may play one Instant-Cooldown card or take a Cooldown action.
Then you discard cards until you reach the number of cards that are your character's Hold amount.
Then you draw until you reach the number of cards that are your character's Hand amount.

After the Cooldown Phase is done you exchange "The Drop".

There seem to be lots of cards that will affect each Phase and they seem to be specific to each Phase. The characters will probably lend themselves to specializing in affecting one Phase. For example, a wizard might have more Instant-Setup cards than Instant-Score cards. Rambo might have Gear cards for his weapons, etc.

Specializing in one Phase may help you more than trying to have a little bit of help in all the Phases. If you spread your deck too thin among the Instants, you may never have the one you need. However, if you get too heavy in one Phase, your opponent may be able to predict what you are going to do.

These kinds of choices should make for interesting deckbuilding.

Monday is the deadline for applying to be a Founding Member. Hopefully we will begin to see some cards...



Now Get Fightin'


© 2008 W. Peter Miller

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