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PsychoticStorm wrote: While the rulebook was really so bad it warranted a rewrite, "at cost" for a small company is not entirely unreasonable, it would be bad if they extinct themselves by sending everyone a free replacement for the rulebook and all cards.
It remains to be seen what at cost really means of course and I really hope they send us a pdf of everything before they print it so we can check and help them before they print another... interesting rulebook,
Frankly, I'm fine with a pdf and the option to buy a reasonably low cost rulebook.
This isn't a hardbound tome, it's the rules for a boardgame. I'm fine with making it work, but they probably want to help people actually play the game.
Or just allow BGG to take the models, boards, and tokens, and create a better game.
The changes to the cards are very welcome,.... The new keywords work well, and they have verified through their new mod for their forum and BGG that they will indeed release the new PDF shortly (about the time of the new. KS) and that they will accept input in it prior to going to print,... So hopefully it will be worthy of purchase,.... As I said the cards are a great improvement!
I'm hoping we see those Fireborn figures from one of those patches end up getting figures. They had some cool designs.
If the rulebook accomplishes what it's supposed to, making the game easier for everyone to learn how to play (rather than me having to pour over it to make sure I can explain every little nuance perfectly), I'm in.
Hell, I'm probably in anyways.
Wouldn't be suprised to see another bucket of minis, with the caveat that this time around they'll know how much they can handle in terms of work.
But you never know, you throw enough stuff at some of us, even those must ardent haters might still come around...
Poorly lit photos of my ever- growing collection of completely unrelated models!
As the darkness grows across the land a new threat is revealed. Commanders are powerful enemies able to bend the essence of the darkness to their will. These foes strengthen enemies of their type to a new level of lethality.
Commanders are a new classification of enemy that is one tier stronger than captains. They typically enhance the power of minions and captains, while also providing a unique challenge for heroes to overcome.
In this way, existing monster-types can be strengthened as the heroes grow in power themselves. Moving forward, each new monster-type will have commanders.
Journeyman level heroes and commanders play an important role in Adventure Mode. If the heroes manage to capture and interrogate a commander it reveals the location of a boss while Adventuring.
The Commander included in Shores of Kanis is Aluki.
It is said that Aluki priests are the reason the darkness found a foothold in Kanis ages ago. As the legends go, they devised rituals to bring their god-king, Anunkara, into existence. Aluki priests rarely fight in battles. Their mere presence empowers the Okians to greater feats of strength. When Okians fall in battle, an Aluki priest harvests their souls, granting the priests greater power from Anunkara.
Details:
• Monster-type: Okian
• Classification: Intellect, Armored, Commander
• Numerous buffs that enhance Okis and Anokis enemies.
• Fate dice recipes that gain power when Okians die.
Next week we will delve into the new dual-wielding mechanic. This, coupled with the new items found in the journeyman expansions, greatly increases the hero’s potential for attacks.
Was surprised to see my missing captains waiting for me today.
Good on them for getting those out before the next campaign starts. Hopefully everyone else does as well.
(Skeletons arrived with my original order, so I'm going to guess everyone else gets there's along with the captains.)
On topic, I'm curious how you go about capturing those commanders.
Makes me wonder if there will be a separate mechanic/ roll for that. I can see that being implemented into all sorts of quests.
Poorly lit photos of my ever- growing collection of completely unrelated models!
Yeah, that will be interesting. My guess is that you have to do so much damage, then perform a NCA roll, maybe a courage check? Nah,.... More likely a specific roll, like for disarming traps.
Could be a bit like the interrogation mechanic that the described for Recon. I really like that they will add this in for the existing monster types and that it will scale up the difficulty.
Not sure if "Adventure Mode" is a whole new thing, or if they are just distinguishing from Slaughterfield?
The last of the missing figures should be going out this week. Most of you have already received them. But if you haven't received them yet, Jack Burton and I want you to know they are in the mail.
2nd Edition Rules
We used your feedback, took a hard look at what we had versus what we intended (and what we want to do...see below), chucked our egos to the back seat, and after extensive collaboration and copious amounts of blind testing we very pleased to reveal the 2nd edition of the Myth rule book. Adam Sadler has done an amazing job with his work on this rule book, as well as his work on the updated hero cards. It has been a long process, but we feel this 2nd edition rule book is ready to present to the community.
Please visit our forums to post any feedback you have. The fans have been a major contributor to making this the best it can be, and we hope this continues into the future of Myth.
This Monday, March 9th, at noon EST the Myth: Journeyman Kickstarter begins. There is a ton of content and a lot minis just like the first. Through the expansions we introduce the Journeyman Hero branches, two brand new Heroes, new Minions, new Captains, a brand new classification of monster (Commanders), new mini-bosses, new Bosses, new items, new mechanics, and new locations. Furthermore, each pledge level receives the updated rules linked above, updated Novice Hero cards (from the patches available on the website), and the new trap deck.
Additionally, as promised there is a level for those backers who only want to replace their base game of Myth with officially printed materials. It is priced slightly below cost.
We'll put out another update on Monday with a link you can click if you are interested. We hope you are...it is going to be a fun ride.
So... don't currently have the time or energy to look through it ATM, but-- is it just clarification, or did they actually improve the mechanics, too? (Mostly talking about huge assumptions in a lot of cases and really predictable/therefore abusable and boring AI.)
I wonder what that new guy on the Warrens box is supposed to be.
Fingers crossed for new figures of all the journeymen classes. If I get 2 new rat heroes as well as 2 new mongoose sculpts, I'll be a happy camper.
Curious about this new trap deck. Maybe it's got all the current ones, or new ones that are a bit more manageable/ survivable?
Kind of surprised at the Warrens being a location, and a set of monsters we've already seen.
Then again, considering how much stuff was created from the first campaign, I have a feeling we'll be seeing at least 2 or 3 new monster families when this thing wraps up.
You all know what I want to see...
Poorly lit photos of my ever- growing collection of completely unrelated models!
spiralingcadaver wrote: So... don't currently have the time or energy to look through it ATM, but-- is it just clarification, or did they actually improve the mechanics, too? (Mostly talking about huge assumptions in a lot of cases and really predictable/therefore abusable and boring AI.)
I took a quick look, and so far the rules are a lot clearer, in that they actually explain how to play the game. I'm not sure if the mechanics themselves have improved.
I have read through it, and it is much more concise, and the rules actually explain how to play the game. I am tempted to bring out my Captain's pledge and have a game this weekend.
It feels like the KS was just delivered as it was non-functional without new rules... Talk about 'late delivery'. I am unsure I am willing to give them any more money tho, especially with so many other better game developers and models being released in march.
My Models: Ork Army: Waaagh 'Az-ard - Chibi Dungeon RPG Models! - My Workblog! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RULE OF COOL: When converting models, there is only one rule: "The better your model looks, the less people will complain about it."
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MODELING FOR ADVANTAGE TEST: rigeld2: "Easy test - are you willing to play the model as a stock one? No? MFA."
The new rules are not really new rules for the most part,..... In that the game play is much the same,... Although there are a few changes to the way "adventure mode" verses "Story mode" will work,... And that is being incorporated into the expansions.
The book is shorter, has much of the fluff removed,... And fills in the many gaps that were in the old book; but the basics have not changed (so I hope people are not expecting a wholly different game). In my opinion, the game works very well out of the box, though admittedly hard to put everything together with how the first RB was structured.
They are still accepting feedback on the new RB and will be able to make changes for months and months prior to the second printing.
I'll be giving some feedback on some things that I'd like to see polished a bit still as well.
Well, that's too bad. The slog through the 1st draft rulebook and all the rule ambiguities certainly gave me a less charitable outlook on the game, but at the end of the day, even after fighting through it, I felt that the actual meat of the game was not very dynamic. Sorry to hear that it sounds like they're not working on a new edition and just a more complete version of what we've got.
Just downloaded them now. I'm hoping I don't have to go over it as much as the previous rulebook.
I ended up treating the v1 rulebook like a really difficult Modernist novel. It took me a few reads, but eventually I teased out the meaning. That's not a very good endorsement of the writing, I guess.
I'll be holding off on the next KS, as I haven't finished all the stuff from the first one, much less played...
spiralingcadaver wrote: Well, that's too bad. The slog through the 1st draft rulebook and all the rule ambiguities certainly gave me a less charitable outlook on the game, but at the end of the day, even after fighting through it, I felt that the actual meat of the game was not very dynamic. Sorry to hear that it sounds like they're not working on a new edition and just a more complete version of what we've got.
The core of the game is the decision mechanic of hand management and groups synergy. It will not be drastically changed; but there are some better examples for LOS and monster movement AI decisions.
The changes to the game flow are mostly coming from the expansion material that will launch next week; but much of it is mentioned in the 2.0 rule book. Again; the big difference in a seriously structured Story/module mode,... And even some more structure to the free form mode with mechanics for finding a boss as apposed to just deciding that you would encounter him.
Check out this sneak peak video just put up today:
-Apparently if I'm not having fun, it's because I'm playing wrong.
-If it's confusing, house-rule it, don't spend time reading the rules.
-Things are better organized.
-Still lots of situation where they didn't account for likely events, such as minimum and maximum modifier thresholds or if things chain.
-The AI is still just as easy to outsmart.
-Their thank-yous explain how the game was awesome but needed clarification, and they still wish to give glory to God, who needs glory for allowing them to make a board game, or something.
I believe that all of the details of how each hero plays as well as how special card interactions are handled are in a separate book that we are yet to see. (this might even include a revised card guide for each hero as well)
There is still much to tweak on this; but it is a big step in the right direction.