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Zikia: Heralds of the Great Weald Coming Soon!

War has come to the Wildwood and the Zikia must adapt to survive. The tribes must forge a new future for themselves—a future the Heralds of the Great Weald will pay for with their lives if they must. The Heralds of the Great Weald expansion includes three new Zikia Golems, and four new relics that can be used in any of your Golem Arcana armies. They’re available now in our online store!

Golems

The Nightshade

Ambushing its foes deep in the Wildwood, the Nightshade is a deadly Zikia assassin. This unusual Warsprite doesn’t move like other Golems. Instead of walking, the Nightshade closes the distance to its victims from up to four Regions away with Shifting Backstab. This ranged attack moves the Nightshade into the Target’s Region, and will also boost the Golem’s Damage by 5 for the rest of the round. The Nightshade can follow up with its two other Melee attacks to make the most of this bonus.

 

 

The Prowler

The Prowler stalks the battlefield like the monsters that make their homes in the shadows of the deep woods. Oozing with the forest’s deadliest toxins, the Prowler adds venom to its next attack whenever it moves, inflicting 5 additional Damage each Round for three Rounds. When facing multiple foes, the Prowler’s devastating Caustic Spray not only attacks every Golem in the Target Region, but each Golem successfully hit by the attack splashes 10 Damage to all other Golems in the Region.

 

 

The Earthfall

The Earthfall thunders across Eretsu, a walking combination of wrecking boulders and Zikia ingenuity. The Earthfall compensates for its ponderous Titan speed with its passive ability, which allows the Golem to ignore movement penalties for all Terrain types. This allows the Earthfall to march unfettered into close combat and unleash its brutal attacks on its enemies. Rolling Pummel in particular helps the Earthfall punch through the enemy lines. When the attack hits, the Target Golem is pushed one Region away, and the Earthfall’s Walk Cooldown is reduced by 1.

Relics

 

Ghora’s Mask

Ghora’s Mask is the perfect tool for clearing enemies out of an important Region. When used, the Mask will push all enemy Golems two random Regions away, allowing you to claim a contested control zone or Mana Well.

 

 

 

 

 

Nihata Laurel

The Laurel will summon a Sacred Grove Construct that ensnares and cripples your enemies. Once summoned, the Sacred Grove can attack up to three times per Turn to pull enemies into its Region and reduce their movement by 2 for one Round.

 

 

 

 

Zephyr of Er-Haka

The Zephyr of Er-Haka is the solution to pesky ongoing effects that could lead to devastating defeat. Using the Zephyr will cleanse a Golem of all status effects on it, allowing it to continue its rampage undeterred.

 

 

 

Chalice of Mists

The Chalice of Mists is sure to throw even the best planned assault off balance. The Chalice causes its Target to move an additional random Region after every time it moves for three Rounds.

 

 

 

 

If these new Zikia Golems and their relics pique your interest, be sure to check them out in our online store!

What are you most excited to field from this new expansion set? Be sure to join the conversation on our Forums! 

 

Kekai Kotaki at base camp

Golem Arcana App Update – April 14, 2015

IMPORTANT!
Version 1.16 is now available. Please update your Golem Arcana app in order to see the following changes.

Feature Improvements

  • [Game Play / Charge] When a Golem charges into a Region, the displacement of the Targets hit is now set to be random, thus allowing Golems to be displaced when against the edge of the map or in other situations when displacement may have a limited set of options.
  • [UI / Effect Data] Game effects can now be seen scrolling in the Golem window and all detailed information view windows. This information includes the number of Rounds a given effect has until it wears off, and the source of the effect. You can view this information for all your units at once on the Armies screen.
  • [UI/UX] Streamlined main menu entry flow. Use Battle>Start Game to begin play, or Battle>Join to scan an existing game’s invite QR code for device-to-device army transfer without wifi. You can now choose from official scenarios or your own creations at the top of the Scenario list.
  • [UI/UX] You can now see what Knights and Relics are assigned to a unit on the deployment screen. Also, you can click the Knight portrait for more details on that Knight’s abilities.
  • [UI/UX] You may now auto-deploy undeployed Golems. If you tap “Ready” while some or all of your Golems are still undeployed, the app will ask “Do you wish to Auto-Deploy?” If you select “Okay” the app will place the undeployed Golems in random available spaces in your deployment Regions. If “Cancel” is clicked, the app will allow you to either return to normal deployment or continue on to the next step of game setup.

Fixes

  • [Miracles] Miracles now can only be used once per turn, per the rules.
  • [Ancient One] Sudha-Dyati — The Water-Bringer (Blessing/Revitalize)Blessing now only affects allies as intended.
  • [Ancient One] Vaira-Atana — The Avenger (Curse/Eye For An Eye)
    The Curse no longer follows Golems when they leave the Region where the Curse is placed.
  • [Golem] Carapace Brute (Retaliation)
    Damage shown as 30, before any modification, as intended. (Also, See Known Issues)
  • [Golem] Charred Fencer (Vengeant Riposte)
    Damage shown as 10, before any modification, as intended. (Also, See Known Issues)
  • [Golem] Gilded Blight, Gilded Plague, Gilded Ram, Gilded Preserver (Gilded Protection)
    The passive ability for the Gilded Band is now working as intended.
  • [Golem] Valkali: Mask of Tranquility
    Use of this attack now reduces Cooldown as intended. (Also, See Known Issues)
  • [Golem] Valkali: Mask of Desertion
    Use of this attack now increases Damage as intended. (Also, See Known Issues)
  • [Knight] Vitan Rahita (Steady Aim)
    The ability now works as intended. It increases Accuracy by 30.
  • [Knight] Yantra Zataghni and Sarasvati Krama (Close Combat)
    Now considered a Ranged attack that can target at Range 0 and ignores penalty for doing that in Melee. Description has been updated.
  • [Knight] Makriya Vil (Sandrunner)
    The ability now works as intended. Ability works in Ground and No Cover Regions.
  • [Relics] Agka’s Greathook and Rod of Kaza
    Displacement abilities now match their descriptions.

Non-Gameplay Text Cleanup
Any text change, no matter how insignificant, also triggers the “!” icon in the Army Builder, making it look like your armies have changed. You will be prompted to update most or all of your armies when you view them.

    • [Ancient One] Eresh-Nak — The Swarm (Curse/Heart of the Hive)
      The description of this Curse has been updated for clarity.
    • [Scenarios] Kickstarter Tutorial Scenarios
      The names of these scenarios now read 1st Tutorial (KS) and 2nd Tutorial (KS), and typos have been corrected.

Known Issues

    • [Banner Creator] Banner printing is a known issue that we are working on fixing. In the meantime you can e-mail the banner file to yourself and print the banners from a computer. That will help to create correctly sized banners. Printing straight from a cell phone or tablet at the current time is not recommended.
    • [Golems / UI] In some rare cases the name of the power affecting a Golem may not appear. In these cases the name of the power being used will appear instead of the power that gave the buff or debuff. The most likely examples are the Carapace Brute’s Retaliation and Charred Fencer’s Vengeant Riposte.
    • [Golems] Valkali: Mask of Tranquility
      While this attack does reduce the Cooldown as intended, the result will always add 1 Ccooldown when the Valkali finishes all its movement. We are currently looking into the issue.
    • [Golems] Valkali: Mask of Desertion
      While this attack does increase Damage as intended, it is affecting the attack that actually placed the debuff on the Target. This is not intended behavior and it is throwing off the number of Turns the effect lasts.
    • [General Game Play] Passive Abilities and Displacement
      Currently, there are some Golem and Knight passive abilities that are becoming separated from their sources and staying behind in a Region when the Golem is getting displaced. We are working on a solution for this.

May you walk with the Ancient Ones!

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Week 1 Challenge of Honor Champions!

The first week of the Challenge of Honor is over, and that means there are new champions to announce and prizes to be awarded. Each of the following players won a League event and will be rewarded with Eresh-Nak the Swarm, a powerful new Ancient One. Congratulations to all of this week’s winners!

  • martur
  • eretsujaz
  • wastelander
  • hair10
  • whitefang
  • fellstrike
  • gama9909o
  • n33dl3s
  • harvie

Didn’t get a chance to play last week but still want to get into the action? Competitive League Play continues through April 28th.

Check here to find Events happening in your area!

Competitive League Events are hosted by Emissaries, who will be on hand to answer questions and help show players the ropes. Players earn prizes for participation as well as victory.

No events in your area? Passionate about Golem Arcana? Apply to become an Emissary today!

Click here to learn more.

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From an Emissary: Disposition of Forces

Since we launched Organized Play for Golem Arcana, we here at HBS have been approaching Emissaries and asking them for their thoughts on competitive army creation. This week, we’re highlighting the army design of Emissary Kahga, a proud Zikian player and frequent contributor in our Forums. He wrote this post for us detailing his ideal 500-pt competitive Mercenary Kings’ army.

 

Disposition of Forces Report: the Mercenary Kings

Many of us have heard of the great work Disposition of Forces. This tome, ascribed by some to the hand of The Warrior, is a comprehensive text on all aspects of war. To properly study it would take months, if not years. I have been in a position to observe three generals of the Mercenary Kings, and will relate their conversations regarding army composition and the outcomes of recent battles.

When forming a Mercenary Kings army, the obvious limitation is that only Urugal and Zikia Golems are available. To understand why the Mercenary Kings have had such great success (each went 3-0) with no unique Arcanum choices, we must explore the weaknesses and benefits of our faction.

Kahga’s Army

Ancient One: The Water-Bringer

Iron Earthfall with Kahga the LoonZikia_r008

Thornbeast with Lady Tarsa

Corpse Collector with Ezeru and the Ewer of Dyati

 

Kallan’s Army

Ancient One: The Water-Bringer

Wildwood Dryad with Zevran and the Tree of Life

Woodguard with Karva and the Tendrils of Smera

Horned Blight with Zila Hardaya and the Cistern of T’lo-Lu

 

Angel’s Army

Ancient One: The Hopeful

Iron Earthfall with Raphsa Kanda and Agka’s Greathook

Fen Lord with Kahga the Loon

 

Let’s begin with the Mercenary Kings’ weakness: speed. The majority of large Urugal and Zikia Golems have movement abilities costing 2 AP for 2 MP. All three generals commented on needing to address this in their forces. Angel accepted that his two powerful units were slow, lumbering hulks, and overcame the speed issues with a strategy of manipulating the opponent. He used Agka’s Greathook early to disrupt and divide the opponent’s forces, followed by continued shenanigans from the Fen Lord. The key decision here is determining which enemy Golem needs to be pulled away.

Kallan’s approach to the speed issue was to slow enemies with the Tendrils of Smera and strategic placement of the Water-Bringer’s Blessing. Kahga’s army rushed forward with the Corpse Collector and used a similar approach with the Water-Bringer’s Blessing to keep things moving. In the first three League scenarios, especially B and C, a plan for how to speed up a unit or slow down enemies is critical. The ability to do this by manipulating your opponent has the added benefit of strengthening your ability to contest objective Regions.AncientOne_Sudha-Dyati

The second question in building a Mercenary army is Ancient One selection. In a 500-point build it is hard to justify more than one Ancient One. It is interesting to note that the main feature of the two selected here is Cooldown reduction. This was critical in the success of Kahga. Kallan was also able to effectively stop the ranged attacks of opponents with the Water-Bringer’s Curse. Considering that AP are the most valuable resource in the game, decreasing Cooldowns gives an army greater mobility and enables more frequent attacks. A similar effect is obtained by increasing the AP costs of your opponent’s attacks.

The third determination is choice of relics. Obviously many generals shuffle in a few relics to fill out the remainder of their build allowance. This approach is certainly fine, and if one of these relics can turn into a game-changer in battle, that’s just gravy. However, in these armies there were a few relic choices that became a focus of the build. Angel’s army was built around the Greathook. This was a critical decision, as Angel elected to have this single-use disruption of his opponent instead of an additional Warsprite. Kahga used the Ewer of Dyati on the first turn in each battle, giving him the 10 Mana needed to cast the Water-Bringer’s Blessing immediately. On the other hand, the Tree of Life and Cistern in Kallan’s army went unused, or proved ineffective.

Finally and most importantly to the Mercenary Kings are the Knights. They are the Mercenary Kings’ true strength. Kahga the Loon in particular combines resilience with the ability to hold onto an MK-Z_Hallstromobjective region by forcing melee attackers to leave the contested space. The prominence of water Regions made Karva a good choice for his Cooldown-reducing ability, Aqueous Renewal. Lady Tarsa dancing around the field with her Thornbeast was profoundly effective. Raphsa Kanda with the Rock Crush melee attack adds displacement to nice Damage, a terror against Titans that can typically hold down a region. Of the Knight examples above, all either provide AP efficiency or worsen the opponent’s. Knights that increase Damage are certainly nice, but these generals used a different approach. They used fewer AP by getting free moves (Lady Tarsa) or decreasing Cooldown (Karva). They made their opponents use more AP by making them move more (Kahga the Loon, Raphsa Kanda).

When considering the Mercenary Kings, look to how the Knights can upset your opponent’s plan or make your own more efficient. It is here that you will find the Mercenary Kings’ edge.

 

Any misinterpretation of the thoughts of these great generals is entirely my own.

Respectfully submitted,

Ziraya, Thorn of General Kahga, known as the Loon

(Deepest thanks to Kallan and Angel, who were willing to share their army lists and ideas on their strategies.)

Do you agree with Ziraya that the Mercenary Kings are successfully going to take home the glory from the League of the Hundred Skulls? Join the conversation on the Forum.

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Golem Arcana App Update – April 1, 2015

Below is a list of changes and updates coming out in tonight’s update. In order to get the update, you will need a WiFi connection to download the new files. You do not have to update from your App store.

IMPORTANT!
Please wait until the update finishes in order to see any changes.

New Items

  • [Tournament Reward] Introducing the Block 3 Tournament Prize: Ancient One Eresh-Nak The Swarm.
  • [Scenarios] The Challenge of Honor: Tournament Block 3 Scenarios.

No Longer Accessible

  • [Scenarios] The Challenge of Valor: Tournament Block 2 Scenarios.

Non Game Play Text Cleanup
Any text change, no matter how insignificant, also triggers the “!” icon making it look like your armies have changed. You will be prompted to update most or all of your armies once you view them.

  • [Knights]
    • The Following Knights have had their fiction updated: Zila Hardaya, Suvitra “Hard Child”, and Raphsa Kanda
    • The Following Knights have had their Ability Name(s) corrected: Nari “Scargiver”Azva, Suvitra “Hard Child”, Zyama Aksini, Vitan Rahita, Yantra Zataghni, Vasayasti, Gunastara Yaffa, Jaladhi Karat, Laghu Chandrisetra the Pauper, Sarasvati Krama, Gimru Abi the Apostate, The Jackal Amarudh Dhaka, Upak Kutum, Ekimmu the Merciless, Anshargal, Saniyas the Inscrutable, Varrudh, Suraj, Ciran Tana, Kaumara Varsni, Zivarasa Tivac, Davanu, Trauk Sandhija, Vada Hemat, Azi Zara, Vidhis, Sortha Bhima, Jhal Rava, Parata, Prakrti Sprayu, Makriya Vil, Maha Zura, Alekhya Makkurum, Bhezam Nabal, Kilala Makkurum, Kendriya Makkurum, Azu Pidana, Azu Pidana, Kunuk, Matum Kish, Zyamala Pazin, Tamisra Suhsin, Zoci Alabha, Samodhi the Rootless, Zobhana Suhsin, Agnyarcis Fael, Gehezur, Razmi Matri, Ulpa Gunaka the Oblate, Sunu Abtu, Ezeru, Zighram Kun, Guna Tomis, Nisagg Resi, Tuyam, Rasu Gir, Atiguru Drak, Upajosa Sri, Ghulu Kam, Zila Hardaya, Itima Prapata, Vastuta the Mad, Dravya Sapitava, Zazaka Nitamba, Iksuda of the Deep Cavern Weald, Drengi ni Versas, Jaras Zemusi, Zevran of Green Bridge Weald, Koza Sedha, Adeyas Tamika, Raphsa Kanda, Karva, Yarin, Saimha of the Nightwood, Ti Tan Isu, Vegak Ananda.
    • Vada Hemat cannot pilot titan-class Golems. The fiction text has been corrected to indicate this.
  • [Relics] The following Relic has had its text cleaned up: Baylr’s Dagger.
  • [Ancient Ones] The following Ancient Ones has had its ability text clarified: Sudura-Valli – The Trapper

Known Issues

  • [Banner Creator] Banner printing is a known issue that we are working on fixing. In the mean time you can email the banner file to yourself and print the banners from the email on a computer. That will help to create correctly sized banners. Printing straight from a cell phone or tablet at the current time is not recommended.

May you walk with the Ancient Ones!

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The Challenge of Honor begins today!

Tournament_Facebook

Block 3 of The League of The Hundred Skulls is upon us! Read on for an overview of the maps included in The Challenge of Honor!

During a League Play event, players battle each other with a single 500-point army across three scenarios using the same map, but with various victory conditions and deployment zones.

Challenges will vary over the course of events, as well as during each of the blocks over the 12-week League season, (through April 28th). Details of the third challenge are below.

League Points

Players earn League Points for playing and winning League battles within an event. After all players at the event have played all three scenarios, the player with the most League Points is the winner of the event.

Earn a total of 40 League Points during the 12-week season for an invitation to a League of the Hundred Skulls Regional Tournament. We will soon publish more details on the Regional and Grand Championships, which will be held at GenCon.

As you battle across these scenarios, the outcome of each match will earn you League Points as follows:

Absolute Victory: 4 League Points

  • Secure a win via the primary victory condition.

Victory: 3 League Points

  • Win via secondary condition, or destroy your opponent’s army.

Tie: 2 League Points each

  • If a game ends with players having equal Victory Points.

Defeat: 1 League Point

  • If your opponent achieves an Absolute Victory or Victory, the defeated player is awarded 1 League Point.

Concession: 0 League Points

  • If a player concedes the match.

Challenge of Honor

Challenge of Honor is the third block of the series (you can find details of the first and second blocks here) and runs from now through April 28th. Here’s a look at the different scenarios you’ll be playing.

Scenario A

As a last-Golem-standing battle, the first scenario will have you maneuvering through varied and treacherous terrain to find clever ways to hunt down your opponent. Score the final killing blow, and victory is yours!

COH-A

Scenario B

The second challenge has you fighting over the ownership of any combination of three supply depots around the center of the map. Holding any of these objectives will award one Victory Point apiece. Are you brave enough to attempt to claim the center depot, or will you keep to the cover of the mountains? Gain six Victory Points before your enemy does to claim the supplies for your faction.

COH-B

Scenario C

Our final scenario forces a confrontation between the mountains, as you and your opponent vie for control of a secret relic cache. Will you focus deployment near the objective, or split your forces to take advantage of the outlying mana wells? Gain two Victory Points for each Round that you hold the cache. Victory, and the glory of the Ancient Ones, goes to the first to claim six Victory Points.

COH-C

 

You can read more about The League of The Hundred Skulls [here], and find events in your area on the event calendar [here].

Go forth, to victory and honor!

—John

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Week 4 Challenge of Valor Champions!

The fourth and final week of the Challenge of Valor is over, and that means there are new champions to announce and prizes to be awarded. Each of the following players won a League event and will be rewarded with Davati-Loka The Solitary, a powerful new Ancient One. Congratulations to all of this week’s winners!

  • cbrunner
  • agentorange
  • bladerkeks
  • glasswalker
  • anton12358
  • zednemo
  • coz
  • n33dl3s
  • harvie

Didn’t get a chance to play last week but still want to get into the action? Competitive League Play continues through April 28th.

Check here to find Events happening in your area!

Competitive League Events are hosted by Emissaries, who will be on hand to answer questions and help show players the ropes. Players earn prizes for participation as well as victory.

No events in your area? Passionate about Golem Arcana? Apply to become an Emissary today!

Click here to learn more.

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What’s Next for Golem Arcana?

Knights of Eretsu!

As we launch upon our third and final chapter of Local League Play for this year, we have heard many of you champing at the bit to know what our future plans are. There have been some rumors of a Colossus, but we think it’s something even better than that, and we’re very excited to give you a sneak peek of what we’ve been working on.Pony

Since the destruction of a Jagara Colossus fifteen years ago at the Battle of Rue, the scholars, stonewrights, and mages of the Durani Empire have been researching tirelessly to find some way to stem the ever burgeoning tide that is the Gudanna Dominion. Against what is currently codenamed the Illion Asvah, they fully expect a thousand waves of Gudanna Titans to crash against its knees, breaking the tsunami of the Dominion once and for all.

The Illion Asvah, or F@P0N7 as we’ve been calling it internally, will take up four Regions on a map tile, and can rest on even mountains, not to mention hills. This Golem will have 5 Knights, 2 unique Ancient Ones built in to its APV cost, utilize brand-new features such as Awesome Tokens, and will be the fastest Golem we have ever made. We have been working hard on this new class of Golem, making sure it’s balanced for fun play for both Gudanna, Durani, and Mercenary Kings players. Here’s an early sample of the sorts of abilities we’re looking into.

FATPONYCARD

We are looking at a release date of April 1st 2054, so please stay tuned with us until then for more updates on our newest venture!

Discuss this latest update in the Forums!