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SONG FOR WAR
Epic Battles by Historical Games Studio This is a write up about the first game in the Epic Battles system by Donato Maglionico. The game...
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Epic Battles by Historical Games Studio preview
Epic Battles
by
Historical Games Studio
This is a write up about the first game in the Epic Battles system by Donato Maglionico. The game and system looks to be a good one. It looks to be small enough for anyone to play and yet deep enough for us grognards.
I have been playing at the historical simulation games and wargames since when I was a teenager.
I have been one of the founder of "Alea Iacta Est" a historical magazine which included a wargame designed by me.
It has been the first Italian magazine that wrote about history and wargame. The wargames in AIE had carboard counters with rules also in English.
Epic Battles project was born from the wish to create a game system which can work well for any historical ages.
I made a great research work on historical sources studying books on tactics and military manuals written by both antique and contemporary authors.
I hoped to publish Epic Battles earlier, but the pandemic has been dramatically slowing down my plans and I had to weave again relationship with suppliers trying to handle the increasing costs of the raw materials.
Now Epic Battles prototype is ready and I hope to make it come true by way of crowdfunding that is going to start on kickstarter.
The official presentation at the Kursaal Center conference hall, San Marino May 6th 2023.
Epic Battles is the only wargaming rulebook that makes it possible to relive all the great battles fought from the dawn of history up to the beginning of the XX century, incorporating the development of tactics and weaponry throughout more than five thousand years of history.
In fact, the tactics the players will need to use to win the game are remarkably well aligned with the historical progress and limitations of the Armies that have written the course of history and with the terrain features of the battlefields on which they fought.
The rules - innovative to the world of wargaming - are intuitive, and easy to learn, understand and play - making any battle both a new and engaging experience.
Fornovo 1495 |
Setting up a game of Epic battles is really easy!
First of all, you have to select the battle you want to play from the historical booklet choosing one among the four proposals of Renaissance age.
The Scenarios’ booklet contains a short description of the historical background which the events took place. Each scenario also includes few special rules, provides the victory conditions, how setting up the terrain configurations on the map and how deploying the armies on the battlefield.
Once you assemble the game map, place on it the tiles that define the features terrain and, finally, deploy the armies. Now you are ready to start the battle.
In the volume of this wargame boxset, you are the Condottiero who has to lead his Renaissance army at the victory.
Close Combat |
In Epic Battles you have to lead your army at the victory forcing the opponent's army at the withdrawal.
The core of your army is composed of combat units differentiated according to the tactical purpose they were used for and characterized by strength, combat value, morale, armour and manoeuvrability. In addition, some combat units may have superior skill to the average ones in the same class. This due to the specific training they have acquired.
Combat units sustain the bulk of the fighting, sometime they are asked to maintain a strategic position or, in others, to gain ground by pushing back the enemy.
They are organized in groups led by generals and typically they can move just by receiving orders from them. There are leaders who controls the units hierarchically and others who controls them directly, because there is not lower ranking general in their chain of command who can issue orders to that group of combat units. The geometrical shape and the colour strip on the counters of the combat units and leaders identify the group they belong to.
Information markers on the plastic stands of the game counters give the status of the combat units as well as the cohesion of the combat groups. Losses in the combat units strength also cause the reduction of the cohesion of the group they belong to.
You win as soon as a number of combat groups of the enemy army disband due to the casualties the combat units have suffered during the battle.
Scenario Booklet |
Each game turn is divided in phases. Each phase may be divided in actions, or it may contain interrupts of the inactive player. Whenever a phase or action cannot be executed will be simply jumped.
Each game turn follows the following sequence:
1. Initiative
The players establish who has the initiative in that turn of game. Overall Commanders with the best command capability have higher probability to gain the initiative.
2. Number of orders available for each leader
The players roll the dice for the eligible Generals to determine the number of orders that each of them can issue. The number of orders a leader can issue in a game turn depends from his command capability. There are seven classes of command capability that go from incompetent general (the lowest) up to the legendary (the highest).
3. Spontaneous movements
The commanders inside the unit might issue an order as their personal initiative before a superior order comes. This represents the instinctive reaction of the combat unit due to the training received and it is triggered from something occurs on the battlefield.
Units that have moved as result of a sudden impulse without premeditation cannot move again neither if they receive orders from their generals.
For example, a colonel who lead an infantry line battalion could decide to deploy his men in square to resist at the incoming cavalry charge.
4. Command Activations and orders
The player who has gained the initiative decides if they want to activate one of own generals or letting that his opponent to do it. From that moment on, the two players take turn in the leaders’ activation up to all the generals have no more orders to issue.
The command activation starts when the activated leader issues an order and it ends as soon as the order is performed by the combat units.
The generals issue orders to the units moving them on the battlefield to engage the enemy. Combat units that have been charged from enemy might evade the charge if they are able to do it.
During the activation of a player, his opponent might try to steal the initiative to activate his general in his place.
5. Ranged Attack
The combat units equipped by ranged weapons that are not involved in a melee may target the enemy at distance or they might try to stop the enemy charge against them by the last volley of their weapons.
The effectiveness of attack depends from the ranged weapons of the attacking unit and from the protection of the target.
Each ranged weapon is characterized by rate of fire and piercing power. Higher is the rate of fire greater are the number of projectiles that reach the target while better is the piercing power better are the possibility to damage the target one time hit.
The morale of the combat units that are exposed for a long time to a ranged attack could be compromised and there is the risk that it could break down suddenly.
6. Disengagement from the combat
The combat units may try to disengage from a melee combat where they are involved if they are faster than those enemy.
In this way, the light units that have moved close to the enemy to harass it by using long range weapons might attempt to avoid staying engaged in close combat whereas, heavy units involved in close quarters combat after attacking might decide to withdraw in order to crash with the enemy later in a series of violent waves.
7. Melee combat
The combats among the units will be resolved by area.
Once that has been defined the combat units engaged in a melee area each combat unit attacks only one enemy although it can defend from any attack.
Combat units that are charged might try to stop the enemy charge against them by the last volley of their long range weapons with the risk, in this case, to be unprepared at the close combat if they do not have success.
The players identify if there are combat units that gain the impetus of the charge or which of them have a tactical factor superiority due to the effectiveness of the opposite weapons systems. Finally, the players establish how the terrain conditions the melee combat and if there are other tactical condition that affect the combat resolution.
The combat units that have lost the area might be forced to do the cohesion test running the risk, if they fail, to retreat from the enemy.
The combat units that have won the melee might pursue the retreating enemy giving rise to a new fight that has to be resolved immediately.
The results on the involved combat units become effective as soon as all the foreseen actions in a melee area are solved. The combat phase ends when all the melee areas have been solved.
8. Reorganization, regroup and reorder
The units that have received an order of reorganization or regrouping might respectively recover their harmed morale or the ones in rout might try to rise their broken spirit coming back in fight. The eligible units recover a disorder point.
9. Update the time marker
The turn is over. The players move the time marker forward of 15 minutes.
Game Turn From The Battle of Fornovo |
The game box includes:
• Epic Battles Rulebook©, the only game system to live again all the historical battles up to the beginning of XX century. Cover artwork by Giuseppe Rava.
• Scenario Booklet contains all you needed to play out four battles of the Italian Wars: Fornovo 1495, Agnadello 1509, Pavia 1525, Ceresole d’Alba 1544. Cover artwork by Paolo Maria Taddei.
• 93x65cm full-colour modular battlefield map. Hexagonal grid side 2 cm
• full colour terrain tiles to ricreate the historical battlefield
• 199 full colour counters printed on both side (6,5x3,2cm). Generals portraits - Artworks by Paolo Maria Taddei. Warriors portraits - Artworks by Giorgio Albertini
• Information markers (1,1x1,1cm)
• full colour summary tables (Two folding out cardboards - 5 papers each)
• 50 plastic stands for counters in two colours
• Time marker to mark the game turn.
• 10 Dice.
The Epic Battles map consists of a 24x18 hexes grid, it has been designed in modular blocks easy to assemble in order that even the huge battlefields could be obtained when the future expansions will come out.
Over the map the players will place the configurations tiles in order to define the terrain features where the battle was fought.
Epic Battles is the only rule system that makes it possible to live again the great battles of history, incorporating the development of the tactics and weaponry up to the beginning of the XX century.
Scenario booklet contains a short description of the historical background which the events took place as well an overview of the type of warriors who fought the Italian Wars. Each of the four proposed scenario includes few special rules in addition to how to set up the battlefield and deploying on it the armies.
Summary tables contain a short description of all the procedures used in the game making unnecessary to consult the rulebook every time. Indeed, the information you can find on them help the players in all the main phases of a turn making the game easier and faster.
Venetian Cavalry |
The cardboard counters are printed on both sides, one side represents the front of the combat unit while the other is its back. In this way it gets a more realistic scene of the fighting on the battlefield and it is easy to identify the front from the rear of each unit. Put the counter into the base so that the picture portraying the front side is aligned with the vertical side of the base while its back with the oblique base side. The oblique side of the plastic stand is used to carry the information regarding the current status of the combat units (their current strength and attrition points collected in the fightings) or the cohesion points of the combat group which that leader identifies.
The clock marks the historical time passing during the battle. Each game turn covers 15 minutes of real time. The scenario reports the time when the battle starts and ends.
The first box set includes everything necessary to play four battles from the Italian Wars where the players put themselves in the shoes of the famous Condottieri who led their armies into the Italian battlefields during the Renaissance era. The four scenarios are the battles of Fornovo 1495, Agnadello 1509, Pavia 1525 and Ceresole D'Alba 1544.
The journey does not end there!
We have many other ideas to make this game even more remarkable and all this thanks to Epic Battles rulebook that is the unique framework of rules that covers five thousand years of history. One history, one rulebook to play the history!
Beside the initial box set, new scenarios will come that cover further historical eras. You could unleash the war chariots of the first civilizations or be at the head of the triumphant Roman legions. Moving forward in the time, you could order to your feudal knights to sweep out the enemy army or, why not, you could put the shoes of a Lieutenant Generals of the Napoleonic Wars who is in command of an Infantry Corps appointed to storm the enemy lines.
All these historical moments and even more can be simulated because Epic Battles rulebook allows to do that.
Soon the upcoming releases will allow to the players diving into the battlefields of all the ages and the next expansions will make to live again the greatest battles of the history as well. Indeed, the Epic Battles battlefield is modular, this allows to cover even the hugest battles just using more map tiles.
Stay tuned, the Epic Battles of the history are just started!
Pavia,"All is lost save Honor" I cannot wait.
Historical Games Studio:
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Damnation: The Gothic Game is a last-person standing game of killing your friends. Throughout the game, you will probably find yourself cackling with glee as you submit your friends to the fiendish rooms and traps littered throughout the Vampire’s castle. Of course, everyone will be trying to do the same to you so don’t laugh too quickly.
Gameplay
There are some simple mechanics to this game which reflect the game’s original printing nearly 30 years ago. Move aside roll-and-write; roll-and-move and player elimination are alive and well if this game is anything to go by. Generally, I don’t like either of these dated mechanisms but the designer of this game has taken sensible steps to reduce the annoyance factor of both. The new design has added an abundance of features and variation to the game to keep fans of the original and modern-gamers appeased.6 unfortunate souls - ready to die |
The Gentleman, about to not be gentle |
It’s a rare thing to play a game with player elimination these days; even if you’re obviously losing and there is no chance to catch-up, a lot of games require you to limp along making weight. Not so in Damnation: The Gothic Game. This game outright wants to kill you, apparently there are 49 different ways to die … but I guarantee that if you are the first to die you won’t be looking to join another game, you’ll stay and watch the rest of the carnage unfold. Not only does the game play in about 60 minutes but it’s so much fun watching instadeath happen to the snivelling git who caused your own untimely demise.
The Aristocrat is walking a dangerous path |
Move 8 (exploding 6) and draw a card |
Can you see the Grim Reaper? |
There are lots of cards to enjoy |
Every piece of art is unique |
Vampire doing his thing |
Nobody's dead yet |
The current crop of visitors |
Components
I have only played on a prototype prior to the Kickstarter launch and I have no doubt that some of the components and content will change. However, the thing that most struck me about these components at this stage of development was the art throughout the game. Every card has unique art and there are lots of cards in this game. The art also has a very distinct and consistent style across all components, which was not something I was expecting to see of a prototype. The artists have done a fantastic job.A difficult, but worthwhile room to enter |
Criticisms
The only criticisms that I have not already addressed (i.e. roll-to-move and player-elimination) is one of scaling and a lack of rules reference. The game suggests 3 to 6 players. I would recommend a minimum of four. At three players the castle feels a little empty, unless there are 3 tortured souls hanging around the table to see the rest of the gruesome death action, (watching their friends’ characters die). This is a similar feeling I get when playing a league match of blood bowl, often a non-playing coach will attend pitch-side to see all of our respective failed rolls, injuries, deaths and laugh. As long as you approach this game with the same humour you’ll be in for a good time. At four or more players the game shines.The lack of a rules reference meant I was regularly looking up the unique rules of rooms when characters entered them. I'm sure that knowledge will come after 3 or 4 games but it was a common request to either have an on-board legend for each room or player-aid. I feel a bit miserly even commenting on this as it is a prototype and I'm sure the designer will want to address this for the final design.
Conclusion
Damnation: The Gothic Game is a self-published production coming to Kickstarter at exactly the right time in its development. Blackletter games are very much an indie games company taking on the behemoth of the modern board gaming market and they have every reason to be proud of their first game. It’s often hilarious, mostly bloody and full of surprises. Go take a look at the Kickstarter page when it launches on October 24th.Publisher: Black Letter Games
BGG Page: https://boardgamegeek.com/boardgame/273955/damnation-gothic-game
Players: 3-6
Designer: Kris Rees - redesign of The Gothic Game
Playing time: 1 hour (ish)
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Main Menu Screen |
At the moment there are no campaigns, and few scenarios that you can jump right into. As we mentioned, the mission generator is pretty easy to use, so you will be up and firing in no time. In talking with the developer, campaigns will be added as DLCs later on. This game is meant for single player only right now.
Just remember that these screen pictures are still of a preview version and they could change.
Fulda Gap Map |
Armored Brigade also has dynamic weather which you can see in this video:
https://www.youtube.com/watch?v=yXnAMa9XeoY&feature=share
Warsaw Pact Setup For The River Crossing Scenario |
This Is A Close-up Of The Above Scenario |
Robert and Jason |
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UBoot:TBG a Kickstarter Preview
Conclusion
U-Boot: TheBoard Game is an innovative U-Boat simulation that allows players of any ability the opportunity to work together in a fun, tense and immersive board game experience. If you like games: that make you think, that require lots of player interaction, that are stressful (in a good way) that are asymmetric, where your actions determine your entire experience, that are based on real military history, then this cooperative wargame from Phalanx Publishing is well worth taking a look at. (Kickstarter Preview page)I don't normally start reviews with my final thoughts, but if you’re interested to see if you’ll like this game, read on. The first thing to mention is that this game is entirely reliant on a mobile app and my review is based on a prototype edition of the game so any art or components pictured, are subject to change. The prototype does, however, feel very advanced and has custom miniatures in 1/72 scale that represent the 32 submariners (2 work shifts of 16 crew) under the player's control. There is also a U-Boat model that serves as a crew position reference as they ‘mobilise’ around the submarine.
Close up of the U-Boat model |
Game summary
In this game, up to 4 players, take on the role of U-Boat Officers during WWII. Players choose to be either The Captain, The First Officer, The Navigator or The Chief Engineer. Each of these positions has a very different, yet equally important, role in making sure the entire crew returns home safely, hopefully with some destroyed enemy shipping to their name. To carry out their particular role each player controls a set of four miniatures which each have their own set of abilities. Effectively managing where the miniatures are in the boat at any given time is crucial to this game i.e. having the right amount of abilities in the right compartment. This will involve so much discussion among all players, all the time, I would say this is a hybrid cooperative/social/thematic war game …Setup at the start of a mission |
Mobilisation
Mobilisation allows all players to move all of their miniatures to any compartment in the submarine, (unless it has been flooded). Each mobilisation is paid for by the Captain by advancing a token on the Order Track. Once the Order Track token can go no farther the Captain must advance a token on the Morale Track to pay for any mobilisations. The Morale Track is a measure of how tired and fed up your crew is. The Order Track does get reset after every other watch (huge relief) but the Morale Track is only reduced through certain events and The Captain’s cards.The Order and Morale Tracks |
The official Captain rules video is here.
Orders
Each player, including the Captain, carries out the orders, by using the abilities of the miniatures under their command, after they’ve been mobilised to the right compartment. For example, to alter course the navigator must have two miniatures with the helmsman icon in the control room; to change speed the Engineer must have two miniatures with the telegraph icon in The Engine Room etc. In all, there are a total of 17 distinct orders that the players cooperatively attempt to resolve.The Captain's Player Board |
Oh dear, things are not going well! |
Crew Figures
Prototype Miniatures |
Thanks Cap'n |
Player roles - The First Officer
First-aid is administered by The First Officer. Every Health Condition requires a specific treatment from the First Officers medical supplies. For example, a ‘Severe Burns’ condition wounds and exhausts that miniature and it requires three medical supplies to treat; syringe, ointment and bandage. Health Conditions also consider the mental aspects of U-boat service, with exhaustion, depression and insomnia all making an appearance. If a miniature ever receives a second wound card they are KIA and no longer available for that watch.First Officer's Player Board |
The mobile app provides several first-person views, from the bridge looking through the observer’s binoculars and through the periscope, when at periscope depth, for enemy disposition and torpedo targeting. Whilst surfaced you can use the sextant which will report the grid square the U-boat is in. All of these will require the right miniature in the right compartment to legally access the screen. The integration between what you do on the board (U-boat model) with your miniatures and the app is very well thought out. The official First Officer rules video is here.
An exciting view for the crew... |
Player roles - The Navigator
Every day the crew must eat. In fact, food is one of the primary considerations in managing the morale of the crew. As mundane as this sounds, it is absolutely right to represent this and the mini-game the navigator has to complete each day can have a significant effect on the Morale Track and can be surprisingly strategic. The navigator has a supply of Food Tokens with which to prepare a meal every day, which dwindles over time. In essence, The Navigator is attempting to combine ingredients together, with some constraints. For example, having eggs and meat adjacent to one another allows ham omelette to be made with no discernible effect on morale. A casserole, requiring meat, eggs and onions, adjacent to one another, will lower the Morale Track by 1.Navigator's Player Board |
Player roles - The Chief Engineer
Aside from diving, surfacing and changing speed the unique task of the Chief Engineer is to repair the boat. The VII C, as evidenced by this game is a leaky bucket! There may be times where there are no repairs to manage but when there are you will probably have to coordinate those with not only your miniatures but those of the rest of the players as well. Repairs normally will consist of having the right miniatures, with the right abilities in the affected compartment. However in the most serious of repairs, the Hull Breach you will have a small technical puzzle to complete. I can’t really comment on the puzzle as it wasn’t included in my prototype.Chief Engineer's Player Board |
Repairs (and observing), unlike any other order, take time. When a miniature is repairing something one of their activation spaces is blanked off by a special repair activation token. These are coloured green, orange and red to correspond to maintenance, failure, or major failure, which could take a different amount of time and/or number of sailors to repair. The official Chief Engineer rules video is here.
This is not going to end well |
The mobile app
I know there’s some ill-will in the board game community towards app-driven games but I don’t share that opinion. The app in this game helps with your immersion (… anyone?) and integrates more with the game here than in any other app driven game I have tried (Mansions of Madness, Imperial Assault, Descent 2nd Edition). The app provides some of the events (Morale Track provides the rest), it tracks your world position, it generates enemies, it gives a first-person view and adds an authentic feeling soundtrack. German is definitely the best language in which to bark orders!My U-Boat credentials |
In most areas, the designers have got just the right amount of complexity to keep the game enjoyable and realistic at the same time. I would struggle to describe it as a simulation, in my head, they are not fun and usually end with your instructor giving you a less-than-pleasant debrief. However, I think the designers want to implement different levels of complexity within the app that you can try for more of a challenge.
Gameplay Experience
During our missions we’ve experienced amongst other events, compartment fires, leaks, electrical conditions which all divert your attention from sinking enemy vessels. We were advised to check the electrics in a compartment, we ignored that because we didn’t want to have to mobilise the crew again. Unfortunately, it turned into an electrical failure and again it was ignored. Finally, it turned into a hazard causing damage to all miniatures in that section, and any miniature that needed to mobilise through that section. Things were not going well. This seemed to cause multiple lighting failures all over the boat and we had three compartments with no lighting. At this point our First Officer suggested that we turn off the lights in the room we were playing in (we didn’t). A few chuckles were had when Toilet Cleaning was required in the crews quarters.That's one trigger-happy crew... |
Future Development
The app is by no means perfect but I wouldn’t expect it to be at this stage. Several things haven’t been fully implemented and I’m sure that through further development the designers will add more content. For example, we were alerted to a patrolling plane but this was only an engine overhead sound, we ignored the second one and nothing seemed to happen. The deck guns aren’t implemented yet so we couldn’t have done anything about it anyway. We received a new message from HQ, but couldn’t read it because the enigma machine hasn’t been implemented either.The Hydrophone |
Things that are currently missing, which could be implemented are the ability to work in conjunction with other U-Boats in wolf packs, maybe even over the internet with another group of players… The prototype only has one patrol mission in the North Sea and after playing it four times I’m ready for some more variety. I would like to see different types of missions, namely escort missions, rendezvous missions, troop insertion missions, specifically targeted vessels, risky transits from one base to another i.e. going through the Gibraltar Straits or the English Channel, to name a few. I would also like to see a campaign mode covering the rise and fall of the U-boat in WWII. Maybe this will add experienced submariner crews with bonus abilities from successful missions. I have no idea how some of that would be implemented but from what I’ve seen so far I’m sure the final product will meet most of my expectations.
Kickstarter project
In my opinion, this project has come to Kickstarter at the perfect point in its development. It is a project close to what I think Kickstarter was originally intended. It’s not a polished CMON product offering masses of miniatures as stretch goals nor is it a completely finished-already Queen Games Kickstarter. This is a small(ish) publisher taking on a brilliant (in my opinion) and well play-tested prototype from dedicated designers that needs more development. The game is brimming with potential and is already good value for money at £65. This will only get better as the Kickstarter campaign progresses and more elements are implemented through further design.The designers and publishers have been very active on the games bgg page, so if you've got a (hunter) killer idea or must-have feature then get in touch with them through the game forums at bgg.
The Kickstarter campaign is currently due to go live on the 22nd January 2018.
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