Showing posts with label aliens. Show all posts
Showing posts with label aliens. Show all posts

Tuesday, February 3, 2009

Tannhäuser Tuesday - Dero Preview


by littlewars


This month I thought I would share a work in progress; the Dero faction. The Dero are ancient constructs created by the Atlanteans after they retreated to the hollow earth (known as Agartha) a millennium ago.

Though they are mechanical, they possess organic brains encased in a metal frame, and communicate telepathically. Powered by the mysterious Vril energy harnessed from the smoky sun of the inner earth, they pilot the saucers that monitor the outer earth.


Agartha is said to reside in the Earth's core. It is an underworld realm populated by initiates lead by the "Ascended Masters" who are the Spiritual leaders of humanity. It is mentioned in various ancient texts, including the Tibetan Kalachakra Tantra. The Kirgiz people of Russia knew it through oral legends as Janaidar.

Shambhala (also known as Shambalah or Shangri-La) is said to be its colony. According to Alexandre Saint-Yves d'Alveydre (1842-1909), it is situated in the Himalayas in Tibet. He wrote about its secret location in his Mission de l'Inde en Europeä published in 1886. Worried he revealed too much he destroyed all but two copies of his book.


In The Smoky God, Willis George Emerson's 1908 biography of the Nowegian sailor Olaf Janson, it explains how Janson sailed through an entrance to the earth's interior at the North Pole where he lived for two years with the Agarthans.

The inhabitants of Agartha or the "Elder Race" as they are known, are said to have reservoirs of ancient knowledge and advanced technology far beyond that of the people who live on the surface of the planet. Millions of years ago, the cataclysm of the Atlantian-Lemurian war drove the Elder Race that populated the surface world, underground.



In 1945 Richard Shaver claimed he had been the guest of what remained of an underground civilization. He contended that the Elder Race, after a time of living on the surface, escaped underground, building huge subterranean complexes in which to live.

Eventually, they decided to seek a new home on a new planet, evacuating the Earth in spaceships, and leaving behind their underground cities populated by artificial beings: the Dero. It was these beings that Shaver claimed to have met.


On July 3rd 1947, an unidentified flying object crashed near Roswell, New Mexico. The wreckage was transferred to the Area 51 where it was studied by the Union scientist Professor Himmelberg.

The Dero faction is composed of 2 Heroes (Pilot and Scout) and 1 Trooper (Drone), with the option to play 1 Hero and 3 Troopers. The pictures on the cards depict Storm, Assault, and Grim Golems from the AT-43 game by Rackham. You only need to choose 3 minis, from a single Therian pack, that differ enough to easily keep track of who's who.
All the equipment tokens and cards are finished. Once the play testing is complete, I will post the finished faction, available here on Savage Tales.




© 2009 littlewars


These 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. AT-43 characters are trademark and © Rackham. 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.

Saturday, May 3, 2008

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

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

Tuesday, April 29, 2008

SPIKE'S FIGHT KLUB UPDATE

Spike here -

Since my last Fight Klub post there has been a little official news...

1) We learned a little about the Fight card stack.

Tim , the game designer said, "In most cases, Fight cards have a set of 3 skirmish numbers across the top of the card. Those numbers are compared against the skirmish numbers on the opponent’s Fight card, and whoever wins the most skirmishes wins that fight and scores their Fight card. There are many ways to enhance these numbers and there are many deck building strategies in constructing your Fight stack depending on the Hero or Villain you have chosen for your deck. This is important because Fight cards cause damage to the opponent, reducing the opponent’s Life. When you reduce your opponent’s Life to zero, you win the game. (And we do have a way to count damage in the game without dice or keeping score on paper.)

"So, while there are many ways to manipulate the skirmish numbers on your Fight card to give you better fighting ability, what I want to talk about today is two types of Fight cards. We call them “global” Fight cards and “Signature” Fight cards. There’s a big difference between the two types. Global Fight cards can be used by any character (although only Heroes can use Hero Fight cards and only Villains can use Villain Fight cards). Which cards you choose to use will depend on which Hero or Villain you select and your deck strategy. Fight cards have a variety of choices in the mix of skirmish numbers, in which of the three slots the different skirmish types are located, and what type of bonuses they can provide. All of these come into play when selecting the Fight cards for your Fight stack. Obviously, with a large pool of Heroes and Villains there are many options in terms of how individual Heroes or Villains fight.

"For example, a Hero strong in Spirit Energy might want to use different kinds of Fight cards than, say, a Hero strong in Physical Energy. Specific Heroes and Villains tend to fight with characteristics that match their identity. Thus, for them to fight effectively, the player has to build a deck that maximizes the characters unique “character.” As such, there are natural strategies for building decks around a character’s skill and the type(s) of Energy they generate in the game.

"Signature Fight cards, however, are limited to one specific character. Only the Hero or Villain whose icon appears on the Fight card can use it. Each character gets a Signature Fight card. You don’t “have” to use your Hero’s or Villain’s signature card, but you will probably want to. Signature Fight cards give extra bonuses and usually provide twice the damage of a global Fight card. And in keeping with the player-friendly goals in Fight Klub, these strong Fight cards are not rare, they are uncommon, which means you can use up to 3 of them in your Fight stack (and you should get three copies for each of your Heroes and Villains with the purchase of a playset)."

So we know that we'll have a character and play card in a 'fight stack' and play cards that affect the stack. It would be great to see some of these cards, but I'm sure that will come.


2) We also learned some cards will contain an icon (a circle in a circle) that represents the word 'opponent'. This is to reduce the amount of space on the card that word occupies...

They gave the example:


So now we know more about the types of energy and that there are things called conditions.

3) The Deadline to apply to be a Founding Member has been extended. I don't know if that is due to Decipher's server having a massive failure over the weekend or if it is because they have only half as many applicants as available spots. You now have until Monday, May 5th to apply.

Later, when you want to buy cards for the first time...

... except say, Spike sent me...

See the countdown here:
Fight Klub

Two of the hotly discussed issues on the forums are what characters should go into the game and the naming of the clans. Everyone has an opinion on this. My feeling is that since the game targets people with credit cards or ebay accounts, they are targeting an audience that is above driving age and approaching drinking age.

I am sure that the character selection will include lots of R-Rated properties. Many of the most popular characters discussed fall into this category. Terminator, Aliens, Evil Dead, Predator, Dirty Harry, Blade Runner, Nightmare on Elm Street, Rambo, and Robocop are all popular choices. According to a Decipher rep, "The Fight Klub TCG is taking its Heroes and Villains from Movies and TV shows from the libraries of major Hollywood studios."

Since Set One and Two are released simultaneously, we will get 16 characters right from the start. The website currently lists 38 possible characters. These starting characters will have to be awesome to drive interest in the game.

Who do I want to see?

Heroes
Hellboy
Ripley
Deckard
Sarah Conner
Leonidas
Batman
Spider-Man
Dirty Harry

Villains
Terminator
Alien Queen
Freddy
Predator
Magneto
Doc Ock
John Capenter's Thing
King Kong

The second much discussed issues is the names for the Clans. The Founding Mentors will be deciding on the names for the 13 Clans that the players will be able to choose from when signing up to play the game. Decipher calls these 'Gangs', but a vocal group feels that calling the packs of cards 'Kilos' and the groups of players 'Gangs' is not a good idea. I am with that group. I like 'Clans' and 'Bloks'.

My favorite Clan names on the boards so far are:

First Drop Kill
Legion of Fear
Hammer
Cortex
Syndicate of the Damned
Kings of Speed
Harbingers of Dread
Brain Trust Fund (Brain Trust)
Spartans
Seekers
Dark Ones
Cabal of Fear
Legion
7 of 13
Rangers
Legend
Kaos
Thrill Kill Klub
Afterburners
Kamikazi
Dynasty
Carnage (Karnage)
Gunslingers
Wild Cards

- Spike on the Fight Klub boards -





© 2008 W. Peter Miller

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