As I said in my Day 1 report, seeing the Time of Legends: Joan of Arc display case had me ditching events to check it out in the dealer hall. My friend and I lined up at the appropriate entrance and bee-lined to the Mythic Games booth to sit down for a demo as soon as the hall opened.
This game isn’t a full tabletop minis game but it really tries to blur the line between board game and miniatures game. The design immerses you in the setting by adding physical terrain pieces instead of cardboard templates or drawn in graphics. The miniatures themselves help limit the need for any text or rules on the actual play surface as every thing it taken care of on stat cards set off to the side.
The system is supposedly set up to handle full-on tactical combat scenarios where the goal is mainly combat focused, as well as combat light or even no combat “investigation” scenarios that will play more like a deduction board game. This second type of game wasn’t really explained in much detail and no purely deductive scenario was available so I’m not sure how that will really work.
Instead, they had a hybrid scenario that combined the combat elements with the investigation style mechanics. This particular scenario centered around a werewolf hiding in the village and the local Lord called in to help deal with the issue. All the scenarios in Joan of Arc are rich in historical mythology of the era and this scenario was no exception. The rules will talk about an actual legend from the time period that the particular scenario is dealing with this one featuring a village overrun by wolves and stolen church artifacts. The priest in the village asked for the Lord of the area to help and so we have one side playing the French Lord hero coming into the village with the priest.
The other player is playing the werewolf. The wolf is hidden as one of the villagers, secretly chosen at the beginning of the game. The wolf player needs to survive 6 rounds and the French player needs to discover the werewolf and kill him.
The game is played in game rounds, each player taking their entire turn before the other player takes their turn. Turns are given a set number actions depending on the unique card that is revealed at the start of the round. These actions are then allocated as the player sees fit until they are either done and want to save actions for later or they have no more actions to spend. The actions available vary per scenario but basic actions are moving and interacting (or attacking).
What struck me as interesting in this game were the varied action options. In this scenario, I could ride in with my hero and priest and talk to a witch living in a nearby glade (on the map). Talking with her was done through a randomly drawn card by the opposing player. That player read the two discussion options I had and then, after I chose which path to take, told me the result.
Later, I had the chance to interrogate the villagers, one of whom is the werewolf. If my knight is doing the interrogation, he rolls a die and a positive result means the other player must answer my question truthfully (yes or no questions only). If the result fails, they can lie or ignore me. If I want to be ruthless, I can just start cutting down the villagers but this is risky in that each villager I kill that isn’t the werewolf burns an entire turn, accelerating the ending and my loss. I must confess, I grew frustrated with these stupid peasants and their lies (couldn’t roll a success to save my life) so I did chop one innocent down. It didn’t bring the others in line…
The priest, however, can ask villagers questions but they can’t lie (no die roll). These questions are always yes or no answers (no “who is the werewolf” instant win questions). Finally, I asked the right question and the werewolf was revealed. The options in this game expand ever more as the buildings aren’t just pretty terrain, you can go inside them (via a cut out template depicting the interior) and gain clues or items or more. The werewolf turned out to be a villager that had made its way into a secret crypt in the church and was busy praying to it’s dark God.
I surrounded the church and fought my way in, past the werewolf’s wolf pack guards and cornered the beast in the crypt. With one turn remaining, I was able to score the killing blow on the last die roll to win the game. It created a very epic story and my friend and I enjoyed the game so much, we cleared Saturday morning to race over and play the other scenario.
While I was standing around chatting with the designers, another of the werewolf scenarios was wrapping up and ended in equally epic style with a last round, last die roll werewolf kill. Bodes well for game balance, at least for new players. The game comes to Kickstarter October 10th and I will definitely be backing this excellent game.
Having wrapped up what will end up being the best new game at the Con, I walked around the Mythic Games booth to see the Monolith Games side as they had another game I was interested, their new Batman game.
They had a great looking display and with the game “engine” based on their Conan game, I thought it might be pretty interesting. I checked out the models in the display case and they all looked great.
Probably having nothing to do with the great diorama they set up.
Then something struck me. That diorama looked great and really set the tone for the game I’d really like to play. But when I looked over at the demo table…
Hmm… I want to play the scene that is going on in that display case, not the drab 2D map with board-gamey lines all over it. Then it hit me, I do play the game in the case with Knight Models’ Batman Miniature Game. With this (obvious) epiphany, I moved on without even trying a demo.
Having ditched my only event, for the day, I had plenty of time to wander. So I went searching for some industry friends and checked out some other interesting dealer hall items.
Spin Master Games is making a nice version of Hnefatafl. Talking with the production team onsite, I learned they are also making a realistically priced version of Kubb. I’m really interested to see where this goes.
Having exhausted the afternoon in the dealer hall and environs, it was time for me to get to work. I decided to run a few events of my own again this year, starting with Pitchcar in a “death race” variant I made up.
I’ll do a write up about these custom pieces later but this event featured my new 3D cut car discs. These were created in CAD and then CNC’d on existing crokinole discs. Some easy painting later and my complete set of eight cars were ready for this premiere event.
The group loved it and the rules variant held up very well. I even ended up overselling the event because someone really wanted to join in the game. It was great fun and had a ton of lead changes and disc flicking shenanigans. After Pitchcar, I went straight into 4 hours of Catacombs games.
These events were also sold out and filled with a lot of fun gamers ready to delve into the flick-filled dungeon. A couple of surprises were in store for the players as I had some early promos to hand out from Catacombs Conquest (the recent Kickstarter) and I premiered my 3D board that made earlier. Halfway through the event, Aron West of Elzra Games stopped by and was able to talk to some of the players and even finished out the finale of one of the games.
I brought out the custom Rat King disc that the Catacombs Artist, Kwanchai Moriya, had made for me. And I also was able to provide the Wyverns of Wylemuir expansion for some enthusiastic Catacombs fans to try out.
The players seemed to have a lot of fun and it was great seeing them all enjoy the games. The event finished a little after midnight so I packed it all up and headed back to the hotel to crash.