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Made in ca
Grizzled MkII Monster Veteran




Toronto, Ontario

Just checking!

Between Robotech and Relic Knights and a few other big names, I'm more accustomed to people getting frustrated and throwing up their hands and pledges.

Hopefully we get a few more pics and some news, and then to top it off the pledge manager opens in the near future. Really ride the tide of publicity and positivity such things can generate.

Happy as I am to see boxes and minis (even if they're just mockups and prototypes), we are less than 5 months from Gencon (144 days, according to the GC site). They really need to get moving on that if we're to believe they're going to make it.
   
Made in us
Sniping Reverend Moira





Cincinnati, Ohio

I'm so glad I didn't back Robotech.

Relic Knights I'm too the point where I don't even know what to think. I only kept my pledge because a buddy jumped on it, too.

 
   
Made in au
Courageous Beastmaster




Australia

Dammit Cincy, I might just take you up on that offer... Postage from the US would be an absolute killer though!

Edit: The chances of them splitting your pledge manager to send boxes overseas, even with payment for postage, is unlikely.

This message was edited 1 time. Last update was at 2014/03/21 17:37:46


 
   
Made in us
Sniping Reverend Moira





Cincinnati, Ohio

 Fenriswulf wrote:
Dammit Cincy, I might just take you up on that offer... Postage from the US would be an absolute killer though!

Edit: The chances of them splitting your pledge manager to send boxes overseas, even with payment for postage, is unlikely.


We can always ask?

 
   
Made in ca
Grizzled MkII Monster Veteran




Toronto, Ontario

4,700 backers?

I have doubts they want anything to do with any complications beyond dealing with those.

I mean, sure, totally worth asking, but I'd be shocked if it was anything but a polite decline.
   
Made in au
Courageous Beastmaster




Australia

Well if you could ask for me Cincy, I would be more than appreciative. Otherwise I'd have to step back from the Outlaw level and go for just a lower level of miniatures.
   
Made in us
Mutating Changebringer





Pennsylvania

Silly question, did the pledge manager start with this yet?

I can't seem to find anything in my email.

   
Made in ca
Grizzled MkII Monster Veteran




Toronto, Ontario

Nope, no pledge manager yet. It's a point of contention with some of the backers now, especially with them theoretically delivering in 5 months.

They said wave one would be the core boxes and whatever else they could arrange in time, so putting it off until the point of no return and they know exactly what they can note as being available for wave one makes sense to me, but with the campaign ending 4 months ago, it's also becoming a bit of a running gag, given that they told us it'd be "soon" those 4 months ago.
   
Made in us
[DCM]
.







Another update, and a blurb about the Pledge Manager!

Update #35

Mar 25 2014
GAMA Trade Show! The Creatures of Brimstone! International Tabletop Day!
17 comments
39 likes

Hello Brimstone Gang!

I am pleased to report that we survived Las Vegas and the 2014 GAMA Trade Show! This was the first time that we showed off any of the minis, cards, boards, etc to anyone outside of our Kickstarter group here. The response was overwhelmingly positive and every distributor and retailer that saw the game is looking forward to carrying it this Fall! That's really what the GAMA Trade Show is all about - showing your upcoming releases for the year and getting distributors and retail stores interested in stocking the products.



We had very limited internet access and were unable to do much in the way of updates while in Las Vegas, but posted a few pics of minis from the Flying Frog booth display case on our facebook page. We made a few short videos of Jason (Designer of Shadows of Brimstone) talking about different aspects of the game as well. We'll post them in Twitter and Facebook tomorrow but wanted our backers to see them first in this update:

https://www.facebook.com/photo.php?fbid=10151971901801994&set=pcb.10151971902311994&type=1&theater








Creatures of Shadows of Brimstone!

You've seen a lot of Brian Snoddy's beautiful artwork for Items over the last several updates. But, we've turned his attention to illustrations of the creatures from the game. These are used in the Threat Deck cards and also the Creature Stat Cards. Take a look:








Paint Sets

While at the GAMA Trade Show, we met with Jonas from The Army Painter, who will be making the Shadows of Brimstone Paint Sets. It was great to meet him in person (he made the trip from Denmark!) and we were able to review all of the custom paint colors and hand pick brushes for the sets. It was exciting and we are very happy to be allying ourselves with such venerable partners who share our high standards for quality products.
International Tabletop Day

We are very busy right now with production and manufacturing, but will be taking a break to celebrate International Tabletop Day! As we revealed in a previous update, we will be at Card Kingdom in Seattle, WA from 2:30-7:30PM on Saturday, April 5th. This will be the worldwide debut of Shadows of Brimstone to the public and the first chance for anyone to play the game. We know that a lot of you are coming to the event and we can't wait to show off the game and meet our backers in person!
Pledge Manager

For those that are wondering about the Pledge Manager, we have NOT yet launched it. We are still working on it. It would be an easy task if we just threw something out there, but we are hoping to have some new items and surprises and we are working with the developers to add some new functionality as well. Rest assured, we will let you know when the Pledge Manager launches.

Once again, thank you all for the support. We still have a long way to go and it's great having you along for the ride!

Thanks,

Scott


That bit about "hoping to have some new items and surprises" is interesting!

Might make my pricier "Mine Cart" a bit nicer in the end!
   
Made in ca
Grizzled MkII Monster Veteran




Toronto, Ontario

I doubt they'll add stuff free, probably some new paid add ons, which would at least give you more options to spend your credit on.

Buddy and I snagged a Mapmaker Mine Cart (no credit) and a Mapmaker to hook a pair of friends up as christmas and birthday gifts (with the game and the naming rights, the second set of games and extras will be sold off).

But yeah, we're in for some extras as well. Dice, maybe some terrain, probably some dark stone, etc.

This message was edited 1 time. Last update was at 2014/03/25 13:18:45


 
   
Made in us
[DCM]
.







Uh, yeah, that's what I meant?

I certainly didn't think they were suddenly going to be adding in free stuff via a pledge manager...

I was referencing my "Pricier Mine Cart" because I have more 'credit ' to spend than a 'no credit Mine Cart', so maybe my "Pricier Mine Cart" just became something that is 'worth' having?

Maybe!

Also, not sure if we've already seen these, or I've in fact already posted them, but they sure look nice:




This message was edited 1 time. Last update was at 2014/03/25 13:48:45


 
   
Made in ca
Grizzled MkII Monster Veteran




Toronto, Ontario

My mistake then.

'Nun with a shotgun' is calling out to me, now that I glance at the pics.

I'm waiting to see the 'talent trees' for each class, but we have a strong contender right out the gates...
   
Made in us
[DCM]
.







I remain cautiously optimistic on this one...

If those miniature previews translate to 'production', FFG is going to have a big hit on their hands!
   
Made in us
Inexperienced VF-1A Valkyrie Brownie





I am really loving what they displayed.

I am hoping that they'll mold one step above Zombicide style boardgame material, maybe closer to TT miniatures plastic. Having them all come with bases would be nice too, but I think that is a long shot. Really can't wait to have this in hand, and looking forward to actually getting the pledge manager. I get what they're saying about making it a good one, but seriously, are they making it a catalog?
   
Made in us
Painting Within the Lines





CO

From what little I could see (focus!) from the videos, and the pics above, these are shaping up to be quite nice miniatures. Too bad the scale is much too large for me to consider using them alongside other ranges that do Wild West and Weird Wild West.

I imagine some of the monsters will work for anything from 20mm up to 35mm, though, so that's nice.

~iPaint

iPaint's Workbench - a blog for all of my painting endeavors
Currently painting: 20mm WW2, 28mm Zombicide
In the pipeline: 28mm Reaper Bones, Dwarven Forge Game Tiles 
   
Made in us
Inexperienced VF-1A Valkyrie Brownie





In their video from GAMA, FFP said they're going to make all the figures in hard plastic, so I am pretty pumped. Means less board gamey, more TT gamey. I'm hoping I can buy a second Be'lial or whatever for other purposes now.
   
Made in au
Unstoppable Bloodthirster of Khorne





Melbourne .au

As much as the way they did Mine Cart bothered me, this project is looking dangerously like it's going to be the most competent KS I've backed to date.

   
Made in us
Regular Dakkanaut




So is anyone else going to Card Kingdom tomorrow?

I'm worried that it'll be a bit too crowded what with being the only game store left in Seattle after Gary's closed.
   
Made in us
Inexperienced VF-1A Valkyrie Brownie





If you're going, please let us know what you think, and take pictures!! That would be awesome to get some firsthand info and a feel for the game.
   
Made in ca
Grizzled MkII Monster Veteran




Toronto, Ontario

My frothing demand for info knows no bounds!

Edit: http://boardgamegeek.com/thread/1151394/autoduelist-attends-the-card-kingdom-demo-and-retu

Autoduelist wrote:I had a chance to check out Shadows of Brimstone and here's my report. I'd like to offer my apologies if I'm stealing other users' thunder. I was suffering from an allergy attack which gave me a runny nose requiring a circuit to the men's room every 8 - 10 minutes to blow my nose and wash my hands. This meant I got to play a single turn of SOB. On the plus side, tagging out meant I got to cycle a few other players through the game using my character and subsequent rule explanations meant I got more of the gameplay down.

The game was in an alpha state. The figures were 3-D sculpts and the tiles were print-outs cut with an Exacto knife so take any photos you see from this session as representative but not final versions of things. The figures are pretty detailed. Flying Frog is going for a Games Workshop level of quality. They're still in communication with the factories in China so they don't know yet whether sprues and assembly will be required.

Characters have several skill categories used in checks: Strength, Agility, Luck, Lore, cunning, Spirit. They also have Wounds and Sanity with a corresponding Defense score. When a character takes Wounds or Sanity damage they roll against the score to see if the damage is avoided with one die roll for each point of damage. For example, a character with a Defense of 5 takes 3 wounds. They roll a 5, 4, and 2 and therefore take 2 wounds. At the end of combat characters may catch their breath to heal 1D3 wounds, sanity loss, or take a grit token if they didn't end the combat (I think that's how the Grit part works but I'm not sure). Another way to heal is to use bandages for wounds (1D6) and whiskey for Sanity (1D6) recovery. You can use them anytime except when you're applying damage; so no using them right before apply the results of a monster's attack roll because it would result in a knock out. Speaking of knock-outs I didn't see that effect come into play.

Characters and monsters have an Initiative score that determines activation. A higher number is better. It doesn't require a dice roll and is just a straight up number comparison. My Indian Scout had an Activation of 5 and got to move and attack before all the other heroes in my game and most of the monsters. The Hellbats had an activation of 6 and got to move and attack before my Scout did.

Characters have a Maximum Grit score and Melee and Ranged attack values. Grit tokens can be used for additional movement, dice re-rolls, and some ability activations. The Melee and Ranged values are "roll this number or higher" to hit a target. Most weapons do 1D6 of damage. The monster's Defense value is subtracted from the damage roll to determine the number of wounds. For example, a monster with a defense of 3 takes 2 wounds on a damage roll of 5 and no wounds on a roll of 3. A critical hit of 6, which from what I could tell only heroes get, ignores the monsters defense when calculating wounds. One of the critical things to remember about combat is you roll your hits without declaring targets then you get to assign the damage to whatever is in range one hit at a time.

Game tiles are divided up into spaces. A figure completely occupies a space and cannot be moved through. Characters next to a monster must make an escape roll to move away from the monster. There is no penalty for failing except that you can't move away. You can shoot through other figures and anything in line of sight (not blocked by a wall) is fair game. New tiles are revealed by going to the edge of the tile. A room tile card is drawn which provides a random roll for which part is sealed off with an end cap and which part continues the dungeon. I think it also provides instructions for whether an encounter token is added to the tile. When a character moves into the space the encounter token is flipped over indicating how many encounter cards are drawn. Usually this is one card which results in the placement of monsters but it could be an event requiring a skill check or environmental conditions that damages players. The general rule for placing monsters is at the the back left corner of the tile alternating blank and filled spaces in a checker board pattern eg - Monster 1 in back left corner, next space is empty, Monster 2 in the following space, etc. An ambush places the monsters next to the player characters. Each monster has its own rules for movement and attack. Most of the ones I saw tried to evenly divide themselves up among heroes moving past nearby heroes if another hero was in movement range and not currently engaged.

When a tile is cleared of monsters it may be salvaged once to see if any gear or loot is found. Players also received loot cards when defeating all the monsters on a tile. One game effect that was discussed but didn't come into play is corruption. Carrying dark stone causes a character to acquire corruption points and 5 points of corruption results in a mutation. Most of the time mutations are bad but occasionally a beneficial one comes up.

At the start of the game turn heroes roll 2D6 against the darkness track. It's divided up into three zones of +7, +8 and +9 with each zone requiring that result or higher to avoid moving the darkness track; so it gets harder as the game progresses. Certain milestones on the Darkness track require card draws but I'm unclear how that works based on the symbols I saw. A roll of doubles requires consulting a chart for positive or negative effects. I only saw double 6's come into play which improves the heroes resolve and grants a Grit token.

Players roll a die on their turn to move that many spaces. A roll of 1 grants a Grit token which may be spent immediately to roll another D6 of movement. And that's about all I know. Roll on the Darkness track, Use Initiative to move and attack, clear the tile of monsters, and move on to expose other tiles.

I'd like to thank Scott Hill for taking the time to chat with me. It was also great fun getting to meet Lord Dudley and Sharon from Fortune and Glory. Card Kingdom carries a large variety of Boardgames, Miniature figures (Warhammer, Warmachine, HeroClix), Paints from Army Painter and Citadel, and a lot of the popular RPGs. They have puzzles and traditional family games and an attached restaurant bar with gaming tables for people to play games. It's worth checking out if you're in the Ballard neighborhood of Seattle.


Sounds fun so far. Something seems off about the description of character defense; if a character has a Def of 5 and takes 3 hits, you need to roll 5+ to avoid them? So you want as low a Defense as possible? Perhaps it was something misconstrued or lost in the description, it just feels backwards from what a lot of FFP's mechanics are generally like. Maybe it'll grow on me.

This message was edited 2 times. Last update was at 2014/04/06 04:54:56


 
   
Made in us
Regular Dakkanaut




 Forar wrote:
My frothing demand for info knows no bounds!

Edit: http://boardgamegeek.com/thread/1151394/autoduelist-attends-the-card-kingdom-demo-and-retu


Sounds fun so far. Something seems off about the description of character defense; if a character has a Def of 5 and takes 3 hits, you need to roll 5+ to avoid them? So you want as low a Defense as possible? Perhaps it was something misconstrued or lost in the description, it just feels backwards from what a lot of FFP's mechanics are generally like. Maybe it'll grow on me.


My brother and I were wondering what was up with that guy. He played one round and then ducked out.

Most combat stats are listed as the target number you have to beat. So for instance, the Rancher I played had Ranged 4+, Melee 5+, Defense 4+, Willpower 4+. My brother's Preacher was Ranged 5+, Melee 4+, Defense 5+, Willpower 3+. There is also a Combat score which is the base number of dice you roll when making a Melee attack. Most ranged weapons were 3 attacks, roll d6 for damage, but the Rancher's hunting rifle was 1 attack, roll d6+2 to damage, and the Shotgun used by a character at the other table was 1 attack, roll d8 to hit and d8 to damage. Personally I think they should rename monster defense to something like Armor or Toughness because it works entirely differently than hero defense.

Ability scores are listed at the top of the hero profile and came into play during special events. The event would list a target number and the skill used. For instance, we drew a card saying the room was filled with strange totem poles and one player should make a Lore check of 5+. A player would roll as many dice as their Lore and if at least one of them was a 5 or 6 the success effect would happen.

Blessings(Spells) involved the Preacher spending Faith tokens to cast the spell and rolling 2d6. If the roll was equal to or greater than the number on the spell card the spell went off. If the 2d6 roll was doubles, the Preacher had to roll that number in dice against his Willpower for Corruption. (So for instance, if you rolled boxcars you'd have to roll 6 dice against a Willpower of 3+, and any that came up a 1 or 2 would be a point of corruption.)

What he calls Salvage was actually Scavenge. If there was no ongoing combat and the player hadn't looked down the hallway this turn, they could Scavenge the tile. Roll 3d6, flip over a Scavenge card for each 6. Once a tile had been successfully Scavenged it couldn't be Scavenged again. People started to hate me as I'd successfully Scavenge and then draw something like an Ambush.

Darkness track has a hero marker that moves up as the heroes flip over tiles and a darkness marker that moves down as players fail their hold back the darkness roll. Certain spots have a blood splotch on them, which cause a draw from the Darkness event deck. Three spots on the track have Growing Dread. When a Growing Dread is hit, you draw it a Growing Dread card facedown and put it next to the darkness track. Once you encounter the objective room, the Growing Dread cards are flipped over and take effect. The card we drew added extra Hungry Dead monsters to the boss encounter.

We failed the mission and "ran away" from the boss encounter as the Preacher got smushed by the Harbinger, and the Rancher and Marshall fell to madness. (Harbinger required every player on the same or adjacent tile to roll to defend against 3 horror hits at the start of their activation, and a Hideous Stench darkness card with a similar effect was in play on the tile where most of the combat was taking place.) When you're knocked out or go insane, you roll 2d6 and consult the Injury or Madness chart. The Preacher rolled a broken collarbone, which reduced his max grit. The Rancher developed Paranoia, which meant she could no longer Look Down the Hallway or Scavenge. The Marshall had Hallucinations, which interfered with drawing Loot cards.


My general assessment of the game is that it was exactly what I expected when I kickstarted it. It is Warhammer Quest+Deadlands. You know how dungeon crawls come out that look like they're going to be like WHQ and then screw something up? Not here. This is the most Warhammer Quest game I've played since Warhammer Quest. Everything that was awesome about WHQ and everything that was awesome about Deadlands is present.

Miniatures quality of minis on display was good. Harbinger was freaking huge. Will probably need to get a deep tupperware container for storage purposes.
   
Made in us
Inexperienced VF-1A Valkyrie Brownie





That is so awesome to hear. I can't wait to get this game in August! I hope we get an update from them soon about this weekend, and what is going on.

So, for both of you that posted about playing, how did you feel the toughness was? I'm going to be playing with the kids, and if we lose that often, they won't keep playing. So I need to be able to balance it out, give them more wins than losses.
   
Made in us
Regular Dakkanaut




 Salacious Greed wrote:
That is so awesome to hear. I can't wait to get this game in August! I hope we get an update from them soon about this weekend, and what is going on.

So, for both of you that posted about playing, how did you feel the toughness was? I'm going to be playing with the kids, and if we lose that often, they won't keep playing. So I need to be able to balance it out, give them more wins than losses.


The final battle was pretty tough, but I get the feeling that was primarily because the game was shortened(only had to find two exploration markers with clues to find the objective room). If we'd had a few more encounters to grab gear/artifacts it would probably have gone better.

A lot of it came down to bad luck on our part and not knowing which items to take. If the Rancher and the Marshall had Whiskey, they wouldn't have gone insane. If the Harbinger had attacked anyone other than the Preacher, they would have survived. If the Preacher's Cleansing fire spell had been successfully rolled on the previous turn, the Harbinger would probably have taken about 10 damage, leaving a good chance for the Scout to finish him off (I think. Would have to find out how Hellfire affects large based creatures.)

As far as adjusting difficulty, you could play with four players and draw encounters from the two player deck. Or possibly start the campaign with an extra level of skills.
   
Made in us
Inexperienced VF-1A Valkyrie Brownie





Rogue,

Thanks, I appreciate the info. Really looking forward to this game. While I am stoked about the GW quality sculpts and plastic, hope they are mostly 1 or 2 piece models. Really want to get into playing this quickly when it shows up.

Did they happen to say anything about the pledge manager? I'd really like to lock in what I'm wanting.
   
Made in au
Unstoppable Bloodthirster of Khorne





Melbourne .au

RogueRegault wrote:

My general assessment of the game is that it was exactly what I expected when I kickstarted it. It is Warhammer Quest+Deadlands. You know how dungeon crawls come out that look like they're going to be like WHQ and then screw something up? Not here. This is the most Warhammer Quest game I've played since Warhammer Quest. Everything that was awesome about WHQ and everything that was awesome about Deadlands is present.

Miniatures quality of minis on display was good. Harbinger was freaking huge. Will probably need to get a deep tupperware container for storage purposes.


This is all good news. I've gotten so deadened to my Kickstarters being filled with disappointment, so I'm actually now glad I backed this, despite all of the Mine Cart unpleasantness. At least FFG (hmm.. interesting shared acronym there) has a track record of turning out good games. Thanks very much for sharing your thoughts.

   
Made in us
Inexperienced VF-1A Valkyrie Brownie





Az, It's FFP, not FFG. But I agree, this one looks to be the KS Gold Standard at this point. If they hit the base box games in August, they win the KS lottery. Also hoping that they have some more content by the end of 15 too.
   
Made in us
[DCM]
.







Everything looks good, and this does look to be a KS that does most things 'right', but I'll still be (pleasantly) surprised in they hit that August ship date...
   
Made in us
Regular Dakkanaut




 Alpharius wrote:
Everything looks good, and this does look to be a KS that does most things 'right', but I'll still be (pleasantly) surprised in they hit that August ship date...


Honestly, from what was on display, I'd say October is a fairer assessment.

Miniatures for base set available.
Several of the stretch goal miniatures on display.
Rulebook not available for display.
Card art for darkness, scavenge, location, and growing dread cards done.
Art design for some tokens (Exploration, corpse pile) finished, not ready for Grit/Poison/Spell conditions. Health and Sanity tokens at demo were reused from Touch of Evil, don't know if they're getting a redesign for SoB.
Card art for threat cards either not finished or placeholder. Most threat cards were a monster picture, and a simple name/number combo. No art "scene" or borders/formatting on the card.
Card art for items about 75% done. Formatting of item cards needs a little more work. (The upgrade icons are barely visible on the card.)
Monster stat cards were currently simple printouts with the monster's picture.
Peril die being prototyped.

Bear in mind that there was probably card art that's been turned in by the artist but they hadn't formatted/printed to include on their prototype yet.

So assume about two months for item art to get finished and cards to get formatted, then another month or so getting things prepped with the manufacturer. Will probably wind up with the base sets shipping and a few of the miniature based stretch goals shipping end of September, other stretch goals shipping in December.
   
Made in us
[DCM]
.







Which puts them but a small hiccup or two away from the dreaded Chinese New Year Delay of Doom!
   
Made in us
Inexperienced VF-1A Valkyrie Brownie





Hmm, even slipping to a shipping date of September won't vex me with this one. While I wish they'd lavish a few more updates on us, other than hovering between 2 and 3 weeks each update, they consistently deliver with content. I am hoping to see the Pledge Manager soon, and hear from the Map Maker backers that they've given names and talked location and getting that rulebook stuff sewn up for a production run.

Also, of more interesting note, on their FB page, it was said that the character models and the Night Terror was actual production plastic, not resins or masters. So color me pretty damn impressed. Now to get the question answered whether they'll come with "miniature" bases or be molded onto boardgame bases like Zombicide. I really hope for the miniature bases. So many great figures if the digital sculpting turns out as good as the artwork, and from what they had on display at GAMA, I'm really looking forward to getting all of the Mine Cart stuff, plus buying a few extra large models! I'm hoping that we'll be able to buy some extra of the stretch goal freebies too...I really like the Lava Men and the Harvestors.
   
 
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