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Golem Arcana East Coast Regional Tournament

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East Coast Regional Golem Arcana Tournament June 28th!

Join us for the very first East Coast Regional Golem Arcana Tournament taking place June 28th at King’s Games in Brooklyn, NY.

Click here to register for the tournament, (a $10 entry fee will be charged upon arrival). We only have room for 32 players so don’t delay! Registration closes 5pm (EDT) June 26th.

The League of The Hundred Skulls Regional Tournament starts at noon, June 28th @ King’s Games.

Format

Regional Tournaments are open to the first 32 registrants. League Points are not required to participate but players with 40 points or more will be awarded a first-round bye (they get to skip the first round of competition). Click here to view your League Point totals.

Regional Tournaments will use a single-elimination bracket, and will consist of 500-point games played on a combination of three scenarios from throughout the League season, split evenly across the tournament rounds. Each player will use one 500-point army for the entire tournament.

The top 11 players, (with ties being decided by Victory Point count) from each Regional Tournament will receive an invitation to the Grand Championships at GenCon 2015!

Regional Tournament Prize

The winner of each regional tournament will walk away with their own copy of the Mercenary Kings: Rangers of the Oath Elite Unit expansion. Glory, honor, and this Mercenary Kings Elite Unit are up for the taking!

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What to Bring

You will need to bring your own 500pt army and a Golem Arcana compatible device to play.

You will need to bring your copy of Map Tile Set 1.

Maps/Scenarios

The West Coast Regional Tournament will be fought amongst the maps used in The Challenge of Valor, detailed below.

Scenario A

In the first scenario, you will attempt to wrest control of the enemy’s gate region on the opposite side from your deployment zone, while denying your opponent control of the other gate. Will you take the objectives for 2 VP a round, or destroy your enemy? Both controlling gates and destroying enemy Golems will earn you victory points. Earn 6 Victory Points and victory is claimed!

ValorA

Scenario B

Scenario B is a violent clash to be the last Golem standing. Will you take the scenario by destroying all your opponent’s Golems, or be shamed in annihilation? Start by placing your Golems in the highlighted deployment zones, (yes, you and your opponent have access to a mana well within your centrally-located zone!) and battle is joined as you attempt to outmaneuver your enemy. Use the hills and mana wells to gain the advantage and wipe out your opponent!

ValorB

Scenario C

The final scenario is comprised of 3 contested victory regions. With each capturable location having various strategic strengths, it will fall to you to decide the best path to victory. Will you attempt to deny your opponent any zones, or maneuver to gain advantage where they are exposed? Earn 1 Victory Point per turn that you control a Region uncontested, and collect 6 VP total to win.

ValorC

More Golem Arcana Events

More GA Tournaments and events are taking place across the country. See the list below:

Midwest Regional

GenCon 2015 — Indiana Convention Center  - Badge required, see below link. http://www.gencon.com/ Golem Arcana League of The Hundred Skulls Regional Tournament starts at noon, July 30th, in Hall F. Semifinals and finals start at 2:00 PM on July 31st.

Grand Championship Tournament

GenCon 2015 — Indiana Convention Center  - Badge required, see below link. http://www.gencon.com/ Golem Arcana League of The Hundred Skulls Regional Tournament starts at 10am, August 1st, in Hall F. Semifinals and finals start at Noon on August 2nd.

Visit golemarcana.com/events to find other events in your area!

No events in your area? Passionate about Golem Arcana? Apply to become an Emissary today! Visit golemarcana.com/emissaries to learn more.

 

Questions? Email us at emissaries@hbs-studios.com

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Realm of Cinders – Chapter 1 Results

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The first chapter of Realm of Cinders wrapped up on June 3rd, and the second chapter began on June 10th. As you may know, all game results are uploaded to our servers, which lets us comb through the data and analyze which factions won the most games, and also, more importantly, HOW they won those games. Sometimes it’s not just victory that counts, but the moral choices along the way to victory or defeat, that have the longest-lasting effect on the world of Eretsu.

WINNING FACTION

Over the four weeks of Chapter 1, the Mercenary Kings held a commanding lead from start to finish. In the third week, the other factions started to figure out how to deal with the unique victory conditions of the scenario and things began to even out. However, it was too little, too late, and the Mercenaries finished VERY strong in the final week.

  • Faction
  • Mercenaries
  • Empire
  • Dominion
  • Week 1 %
  • 56%
  • 31%
  • 13%
  • Week 2 %
  • 50%
  • 21%
  • 29%
  • Week 3 %
  • 38%
  • 31%
  • 31%
  • Week 4 %
  • 61%
  • 17%
  • 22%
  • Total Win %
  • 52%
  • 25%
  • 23%

Over the course of the availability of Chapter 1, representatives of each faction offered strategic advice. You can read those tactical treatises here::

- Strategy for the Gudanna Dominion, by  Daskindt

- Strategy for the Durani Empire, by Mardin of Chatzuk

- Strategy for the Mercenary Kings, by Kahga the Loon

THE MAP

Here’s a reminder of the layout of the map for the Chapter 1 scenario. Each of the victory point regions on the map represents one of the Zikia villages the factions were fighting over..

RoC_Map_Round0

 

THE GUDANNA DOMINION

Dominion players had the best chance for an early victory in this scenario, able to claim 4 VP from each village where they were able to stash supplies. Victorious Dominion players won on round 4.5, on average — the quickest average win. Unfortunately for their leaders, this was not enough: the Gudanna won only 23% of matches in the three-player scenario.

Why was the Dominion unable to capitalize on its early-game advantage? Gudanna scouts came into this weald expecting some cooperation from the locals, as the Dominion leadership had arranged with the leader of the Samula Tribe. Yet thanks to the influence of Ajin of Zura Tribe and the Mercenaries she swayed to her side, this didn’t go as well as planned. When the Mercenary players entered a village where the Dominion had already hidden supplies, the Mercenaries destroyed those supplies 40% of the time! This cost the Dominion a precious 2 VP, often enough to undercut a Gudanna victory.

On top of this, in cases where the Mercenary Kings arrived at a Zikia village before the Gudanna, the Mercenaries had the opportunity to fortify the village with traps set against either the Empire forces, or against both the Empire and the Dominion. The Mercenaries set traps against the Dominion a whopping 60% of the time. It seems Ajin and her sympathizers persuaded many villagers to betray the Samula’s agreement with the Dominion, setting the stage for Gudanna defeat in the weald. (read Web of Thorns for more on this key Zikia character.)

While the Empire was certainly a presence on the battlefield, they rarely got an opportunity to destroy Dominion supplies: on average, only 0.44 villages were burned in games where the Dominion lost. So of the two factions opposing the Dominion, it wasn’t the larger Empire force that was a thorn in the Dominion’s side — it was the Mercenary Kings.

One intriguing side-note for the Dominion players was the activities of their spymasters, searching for rumors of a mysterious child spotted at the recent Zikia council of elders. A critical 65% of Gudanna players discovered rumors of the child — something that could prove significant later in the Realm of Cinders.

THE MERCENARY KINGS

he Mercenary Kings clearly carried the day in the three-player matchup. Unique to this scenario was how they earned their VP: they gained 2 VP when initially fortifying a Zikia village, but also automatically gained 1 VP per Turn for each fortified village, regardless of whether they still controlled the village uncontested. On average, the winning Mercenary players won by Turn 5.2, with 3.09 fortified villages.

The only way for the Mercenaries to lose once this VP engine started was for a Durani player to control a fortified village uncontested on the beginning of his or her Turn, and then punish or burn that village. This change in the dynamic of VP math clearly caught many players off guard. Few initially appreciated how difficult this momentum would be to stop in the mid-game.

Those opponents who grasped this path to victory early on prevented the Mercenaries from fortifying villages in the first place. Losing Mercenary players only fortified 1.75 villages, obstructed both by the Dominion and the Empire. Looking at the map, the Mercenaries nearly always managed to fortify Village C (90% of the time for winners, 79% of the time for losers), but Village A and Village D were the critical conflict points.  Winning Mercenary players fortified Village A 67% of their games, but losing Mercenaries only managed to fortify it 38% of the time, blocked by the Gudanna. On the other side of the map, winning Mercenariess grabbed Village D in 67% of their games, but losing Mercenaries only got it 46% of the time.

In the end, it’s important to realize that while the Mercenary Kings won the most games, and in a decisive fashion, this does not represent a crushing military victory. The goal of the Mercenaries was not to destroy all enemy Golems. They won by rallying and uniting the Zikia villages, standing up to the Durani invasion and throwing out the Gudanna infiltrators whose presence drew the Empire in the first place.

THE DURANI EMPIRE

The Durani brought a sizable force of Golems into the Wildwood to root out the Gudanna spies there and punish Zikia villages found to be collaborating with their enemies. However, in the end, they only won 25% of the three-player games.

In this scenario, while the Durani brought a 1,000-AVP army to their opponents’ 500-APV forces, this advantage was blunted by the fact their larger pool of Actions Points per Turn (8) was still less than the combined AP of their opponents (12 AP between the two of them), even if the opposing factions rarely cooperated so closely to take full advantage of that. While on paper it may have looked like a two-against-one battle, the victory conditions were such that it still amounted to a free-for-all.

The Empire was also hampered by the forced Turn order. Always going third meant a Durani army that didn’t move aggressively forward to block its opponents from claiming villages would then find those opponents fortifying and hiding supplies on the second Round, and then moving their Golems to block the Empire from claiming any villages on the second Durani Turn. Recognizing this dynamic would have been key to playing the map and preventing either opponent from getting too far ahead in the early game, but required a more mobile playstyle than the Empire typically demonstrates with their slower Durani Golems.

Winning Empire armies ended up grinding down the enemy: with a win on average by Turn 5.8, the Durani had the longest Turn count of all factions. Empire forces didn’t claim their first village until Turn 3.4. The earliest village burned because of hidden Dominion supplies wasn’t until Turn 4.7 (Village F) or Turn 4.9 (Village G), and the earliest the Empire typically punished a village for Mercenary traps was on Turn 4.0 (Village D) and Turn 4.3 (Village C). These late-game heroics were clearly the tipping point for winning Empire armies, because not only did the Empire gain 3 VP for these successes, but the Mercenaries and the Gudanna each lost 2 VP if the village had supplies in it, and the Mercs lost 2 VP from lost Fortified villages.

More interesting in these data are the choices made by Durani commanders when presented with a subdued village. When controlling a neutral village (one neither the Mercenaries nor Dominion had claimed first), Empire players chose to simply pacify the village 87% of the time, instead of burning the village unprovoked. When claiming a village with Mercenary traps, Empire players punished the perpetrators 65% of the time, rather than burning the entire village. Dominion collaborators always got the torch — the scenario didn’t present Durani players with a choice as these were their orders. However, they were given the opportunity of razing the village to strike fear into the Zikia far and wide. The players were split: 50% of the time they only burned the collaborating village, and 50% of the time they razed it completely.

Because the players of the Empire armies reported to the Durani General Kopa Vahni, these decisions represent the actions of his commanders on the battlefield. Yes, villages were burned; yes, Zikia were punished for setting traps; yet for the most part, Kopa Vahni’s forces exercised some measure of restraint. The other generals in the field, however, did NOT hold back. The bloodthirsty Lady Amba and Lord Mihik, sent to the Wildwood by Raga Dasra when Kopa Vahni requested reinforcements, were responsible for the majority of the burned Zikia villages (read more about these characters in The Necessity of Ruthlessness and Visions of Fire). Yet it was Kopa Vahni’s Onyx Daggers who draw the most fear and hatred from the Zikia tribes, as their presence in the Wildwood preceded the larger engagement of the Durani, and they thus inherit the reputation of all later actions of the Empire.

CHAPTER 1 — THE TWO PLAYER MAP

Because of the more complex army requirements of the three-player map, we also offered a two-player version of Chapter 1. While a much simplified rendition of the more elaborate storytelling of the three-player version, we also tracked wins and losses here.

  • Faction
  • Dominion
  • Empire
  • Mercenaries
  • Total Win %
  • 45%
  • 28%
  • 27%
  • vs Dominion
  • n/a
  • 36%
  • 53%
  • vs Empire
  • 64%
  • n/a
  • 53%
  • vs Mercs
  • 47%
  • 47%
  • n/a

While the Dominion carried the data in winning the most quantity of games, this is driven by their larger presence on the battlefield: 48% of all games played were between the Dominion and the Empire, while 29% were between the Dominion and the Mercenary Kings, and only 22% of games didn’t include the Gudanna at all.

This reflects the real-world fact of games between players who own just the base game set, a conclusion supported by the number of base game Golems seen in the two-player game results. Given the demands for higher mobility in this scenario, it’s not surprising the Gudanna would prove advantageous in a game limited to only base game figures.

On a first-time playthrough, the map is slightly biased toward factions that are strong against the NPC faction, which had a random presence in the neutral villages. On the first play of the scenario, being able to capture the opposing player’s claimed villages didn’t make up for being blocked by the neutral villages. On later games, a savvy player could recognize how the game mechanics work, and adapt his or her first-Turn decision-making to account for this. However, this left brand-new Durani players using the base game Golems at a disadvantage against equally new opponents fielding the Gudanna.

All that said, the Mercenary Kings did just fine on both side of the battlefield. They won 53% of their games, no matter the opponent, and regardless of whether they were strong or weak against the NPC faction in the neutral villages.

STORY IMPLICATIONS OF THE 2 PLAYER MAP

The Gudanna Dominion

For the Dominion, when the Mercenary Kings weren’t on the battlefield, the Dominion’s arrangement with the local Zikia villages gave them the edge they needed to defeat the smaller scouting parties of the Empire.

This represents all the smaller villages, beholden to the Samula tribe, where the Dominion’s agreement with the Matriarch allowed them to hold sway, plant their supply caches, and then ambush and harass the Empire infiltrating the Wildwood.

The Mercenary Kings

The Mercenary successes against both the Empire and the Dominion represent the influence of Ajin of the Zura Tribe (read Web of Thorns for more on this key Zikia character.). Ajin traveled the Wildwood, rallying the wealds to reject the Samula agreement with the Gudanna and stand against both the Empire and the Dominion.

That the Mercenaries had success against both factions is a powerful statement. Sadly, Ajin and the Mercenary Kings who stood for her cause were just too few and far between.

The Durani Empire

The message here for the Empire is a mixed one: yes, they won slightly more of the total battles than the Mercenaries (28% to 27%), yet measured against either faction individually, they lost more than they won.

As in the three-player map, where the Durani outnumbered the other two factions, even a victory by the Mercenary Kings is a short-lived moral victory in many cases. The Durani’s superior force would eventually prevail, if at a cost. So here in the two-player map as well, even faced with rebellious Zikia villages and Gudanna insurgents hidden among the local population, the Durani doggedly persisted. It’s a grinding, grueling, destructive way to wage war, yet the Empire pushes forward, burning as it goes.

 


FIND EVENTS for CHAPTER TWO & THREE

Visit golemarcana.com/events to find events in your area where you can play currently running Chapter 2 and the upcoming Chapter 3!

No events in your area? Passionate about Golem Arcana? Apply to become an Emissary today! Just visit golemarcana.com/emissaries to learn more.

JOIN THE COMMUNITY

Excited about what the future holds for your faction? Want to rally your allies to join the fight? Discuss the Realm of Cinders on our forums!

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Urugal: Cabal of the Onyx Cliffs – June 24

Our friends in Germany have been enjoying the newest Urugal: Cabal of the Onyx Cliffs, localized to their language, for a few weeks. Next Wednesday, June 24th, these Golems and Relics will officially hit store shelves elsewhere in the world.

If you haven’t already, be sure to let your friendly local game store know that you’d like to pick up a copy, so that they can order from their distributors ahead of time.

While you wait, your App already has these Golems and Relics in the Army design tool — so you can start plotting and scheming even before you get your hands on the box itself! Need a quick review of what you’ll find and some thoughts on how to use them? Read on, fearless commander!

Golems

The Crypt Tick

The Crypt Tick is a surprisingly difficult adversary to kill, flying forward to hold key positions on the battlefield. Using Leeching Stab, the Tick sinks its razor-sharp ventral fangs into its prey and restores itself to full health! If the Crypt Tick has no need to heal itself, it can Puncture the enemy with its second attack.

 

The Marrow Witchbg-backdrop-g31_web

The Marrow Witch haunts the battlefields of Eretsu, portending the doom of its foes through foul magics. The Witch’s Surging Hex will do no Damage on the initial hit, but the Target takes 5 Damage the next Round, 10 Damage the Round after that, and finally 15 damage on the third Round. In addition, the Hex’s effect can stack with itself. To maintain a safe distance from its foes, the Witch uses Grim Harvest to push an enemy Golem in Melee into an adjacent Region.

 

 

The Relentless Brutebg-backdrop-g32_web

Known for its untamable brutality, the Relentless Brute is a melee bruiser without peer. The Relentless Brute’s passive ability allows it to keep up a near unstoppable assault, as each hit the Golem lands reduces the Cooldown of all of its attack abilities by 1. With three Melee attacks, two of which are area-of-effect, the Brute will likely run out of AP on its turn before it runs out of attacks still at their base AP costs!

Relics

 

Onyx of Jhosa-Lata

The Onyx of Jhosa-Lata turns any Mana Well into powerful bomb. When activated, the Onyx will empty a Mana Well, granting the Relic owner the Mana, and deal damage to every Golem in the Region equal to the amount of Mana left in the Well.

 

 

 

Noose of Akhir

The Noose of Akhir summons the Black Gallows, a Construct which restrains enemies in its Region. The Black Gallows has one attack it can use each turn against an enemy in the Region, and Golems attempting to flee the Region must add 2 to their Breakaway cost.

 

 

 

The Ossetic Parasite

The Ossetic Parasite punishes an enemy Golem for attacking, slowing down its advance or making it pay a significant cost. The target of the Ossetic Parasite takes 15 Damage each time it successfully attacks for the next 2 Rounds

 

 

 

Dusaka-lul’s Blade

This Blade is an excellent tool for gaining Mana while also denying your enemies this precious resource! For the price of 10 Health, for the next 2 Rounds the Golem wielding the Blade will STEAL 5 Mana from the Target Golem’s army each time it lands an attack..

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Golem Arcana West Coast Regional Tournament

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West Coast Regional Golem Arcana Tournament June 20th!

Join us for the very first West Coast Regional Golem Arcana Tournament taking place June 20th at the inaugural Evergreen Tabletop Expo in Tacoma, WA.

Click here to register for the tournament. We only have room for 32 players so don’t delay! Registration closes 5pm (PDT) June 19th.

The League of The Hundred Skulls Regional Tournament starts at 4:00 PM (PDT), June 20th, in Hall A.

Evergreen Tabletop Expo

The Expo takes place at the Greater Tacoma Convention & Trade Center – badge required. For more information on registration, check out the Evergreen Tabletop Expo Facebook page or purchase a badge at Brown Paper Tickets.

Format

The West Coast Regional Tournament is open to the first 32 registrants. League Points are not required to participate but players with 40 points or more will be awarded a first-round bye (they get to skip the first round of competition). Click here to view your League Point totals.

Regional Tournaments will use a single-elimination bracket, and will consist of 500-point games played on a combination of three scenarios from throughout the League season, split evenly across the tournament rounds. Each player will use one 500-point army for the entire tournament.

The top 11 players, (with ties being decided by Victory Point count) from each Regional Tournament will receive an invitation to the Grand Championships at GenCon 2015!

Regional Tournament Prize

The winner of each regional tournament will walk away with their own copy of the Mercenary Kings: Rangers of the Oath Elite Unit expansion. Glory, honor, and this Mercenary Kings Elite Unit are up for the taking!

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What to Bring

You will need to bring your own 500pt army and a Golem Arcana compatible device to play.

Map tiles will be provided and set up, ready to go.

Maps/Scenarios

The West Coast Regional Tournament will be fought amongst the maps used in The Challenge of Valor, detailed below.

Scenario A

In the first scenario, you will attempt to wrest control of the enemy’s gate region on the opposite side from your deployment zone, while denying your opponent control of the other gate. Will you take the objectives for 2 VP a round, or destroy your enemy? Both controlling gates and destroying enemy Golems will earn you victory points. Earn 6 Victory Points and victory is claimed!

ValorA

Scenario B

Scenario B is a violent clash to be the last Golem standing. Will you take the scenario by destroying all your opponent’s Golems, or be shamed in annihilation? Start by placing your Golems in the highlighted deployment zones, (yes, you and your opponent have access to a mana well within your centrally-located zone!) and battle is joined as you attempt to outmaneuver your enemy. Use the hills and mana wells to gain the advantage and wipe out your opponent!

ValorB

Scenario C

The final scenario is comprised of 3 contested victory regions. With each capturable location having various strategic strengths, it will fall to you to decide the best path to victory. Will you attempt to deny your opponent any zones, or maneuver to gain advantage where they are exposed? Earn 1 Victory Point per turn that you control a Region uncontested, and collect 6 VP total to win.

ValorC

More Golem Arcana Events

More GA Tournaments and events are taking place across the country. See the list below:

East Coast Regional

King’s Games — June 28th — 1685 E 15th St, Brooklyn, NY 11229 – $10 Entry fee. http://www.kingsgames.com/ Golem Arcana League of The Hundred Skulls Regional Tournament starts at noon, June 28th @ King’s Games.

Midwest Regional

GenCon 2015 — Indiana Convention Center  - Badge required, see below link. http://www.gencon.com/ Golem Arcana League of The Hundred Skulls Regional Tournament starts at noon, July 30th, in Hall F. Semifinals and finals start at 2:00 PM on July 31st.

Grand Championship Tournament

GenCon 2015 — Indiana Convention Center  - Badge required, see below link. http://www.gencon.com/ Golem Arcana League of The Hundred Skulls Regional Tournament starts at 10am, August 1st, in Hall F. Semifinals and finals start at Noon on August 2nd.

Visit golemarcana.com/events to find other events in your area!

No events in your area? Passionate about Golem Arcana? Apply to become an Emissary today! Visit golemarcana.com/emissaries to learn more.

 

Questions? Email us at emissaries@hbs-studios.com

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Realm of Cinders – Chapter 2 – Overview

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The Wildwood Zikia do keep a written record of sorts, found in the Mahatavi, an ancient tree that dwarfs all others.
The knots 
in the bark, branches, and roots form magical runes that allegedly translate into the Arcanum’s secrets.
No 
non-Zikia has been allowed to set eyes upon it and be left alive afterward.” — Neraada Bahar, Imperial Scribe

“It’s not enough to maim and enrage your enemy. You must rip out her heart.”
“Fire only dies if there’s nothing left to burn.”
 — Amba and Mahik, Marshals of the Empire


The next chapter of Golem Arcana’s Living World campaign, “Realm of Cinders,” has begun and it introduces new challenges for army building as well as tough decisions to make every turn on your way to glorious victory — or crispy-charred defeat.

Unlike during Chapter 1 with its 3-player and 2-player maps, Chapter 2 is a single 2-player map with 500 point armies, with unique fiction encounters for each of the three factions, as well as faction-specific opportunities to manipulate the map’s special mechanics in your favor.

 


ARMY BRIEFING

Here are the scouting reports each army receives at the beginning of the game…

EMPIRE BRIEFING

While rooting out Dominion spies in the Wildwood, your armies meted out punishment to collaborating Zikia villages. Now the Wildwood burns out of control. Your scouts deliver their reports…

‘With help from the Mercenary Kings, the Zikia tribes have blunted our advances in the Wildwood and the fractured tribes stand on the brink of uniting against the Empire. Our commander, Kopa Vahni, has instructed us to make haste to the sacred grove called the Mahatavi, and cut the heart out of it. Without their world tree, they will have no stomach for war, and this Great Weald they seek to build will crumble.’

‘Interrogations have revealed a magical labyrinth protects the Mahatavi, and only Zikia Elders know the way. The woods are filled with natives fleeing the fires. We must seek out Elders among them, and acquire the secrets of this labyrinth.’

DOMINION BRIEFING

While rooting out your spies in the Wildwood, the Durani Empire punished the Zikia villages collaborating with you, and now the Wildwood burns out of control. Your scouts deliver their reports…

’With help from the Mercenary Kings, the Zikia tribes have blunted Empire advances in the Wildwood yet the remaining Empire armies have not returned to their lands, but instead forge deeper into the Wildwood — directly toward the Zikia’s most sacred groves. A protective labyrinth leads enemies astray, but Durani forces have been claiming magical charms from captured Elders. The Empire seeks the Mahatavi itself!’

‘The destruction of their world tree would take the heart out of the tribes. Though our alliance with the Zikia is on shaky ground, surely the Zikia can be persuaded to allow us passage to help defend the Mahatavi — which will also afford us an opportunity to discover secrets of Zikia magic for ourselves.’

MERCENARY BREIFING

While rooting out Dominion spies in the Wildwood, the Durani Empire punished Zikia villages believed to be collaborating with their enemies, and now the Wildwood burns out of control. Your scouts deliver their reports…

‘With our help, the Zikia tribes stood fast against the Empire’s tide. Not satisfied with destroying villages near their borders, the remaining Empire armies burn their way deeper into the Wildwood, directly toward the sacred groves of the Mahatavi. While a magical labyrinth protects it, Durani forces seek the sacred charms of captured Zikia Elders, who might guide them through the maze.’

‘If we are to help the Zikia here, we must also reach the Mahatavi. Invited or not, our presence will surely be welcome. We must find as many charms as possible, and prevent our enemies from doing the same.’

 

 

 

 

All armies have the same overall Victory Conditions:

TO WIN: achieve 10 VP

- Find the first Zikia Elder in one of the three locations marked with your banner color.

- Return an Elder’s charm to your Deployment Zone for VP. The first charm is worth 2 VP, the second, 4 VP, and the third, 6 VP.

- Kill enemy Golems carrying charms for 2 VP.

- The third charm will be available to ALL armies when EITHER army discovers its second charm.


THE MAP

RealmOfCinders_Ch2_Map

 

ZIKIA ELDERS & THEIR CHARMS

At the beginning of the game, deployment zones put your enemy far out of reach — but each army’s objective markers will inexorably draw you together. These objective flags mark the possible location of a Zikia Elder. Once your army has found the first Zikia Elder, a new set of 3 objective markers will be revealed leading your army to the location of a second Zikia Elder.

As soon as one army has discovered their second Zikia Elder, the location of the third Zikia Elder will be revealed to both players. At that point, EITHER army may attempt to claim that Elder’s charm for their army.

For the first and second charm, if the Golem carrying that charm is destroyed, the charm is destroyed as well, and the killing blow grants that army 2 VP, while also denying the dead Golem’s army the opportunity to deliver that charm for victory points.

But the third charm is made from much more durable stuff — if the Golem carrying it is destroyed, the charm falls to the ground in that Region and any army may send in a new Golem to claim it. The game ends at either 10 VP or when the third charm has been brought back to an army’s Deployment Zone, at which point the highest VP total wins.


SPECIAL MECHANICS

THE CINDERBORN — The out of control fires in the Wildwood have driven the spirits of the forest mad with rage. These Cinderborn cause 5 damage to any Golem that ends its movement in a region with Medium Cover or Heavy cover, except water regions. As the game progresses, the damage from fire will spread to Ground Cover regions as well and also increase in damage.

THE VINEWOOD — The trees of the Vinewood Weald are particularly treacherous to flying Golems. After entering a non-water Region with any amount of Cover, a Golem’s Flying Movement Points are set to 0. So a Flying Golem can move only once per turn, if its first move ends in Cover.

UNSTABLE MANA — The flow of mana has been greatly destabilized by the Cinderborn. Mana Wells grant 10 mana per turn, and do NOT deplete. In addition, the Wells hungrily absorb all mana in the area. Any mana released by the death of a Golem does NOT go to your army.

 


FIND EVENTS

Visit golemarcana.com/events to find events in your area!

No events in your area? Passionate about Golem Arcana? Apply to become an Emissary today! Just visit golemarcana.com/emissaries to learn more.

JOIN THE COMMUNITY

Excited about what the future holds for your faction? Want to rally your allies to join the fight? Discuss the Realm of Cinders on our forums!

Original Tokens

Golem Arcana Tokens Now Available Internationally!

You spoke, and we listened! Golem Arcana players in Europe and Canada can finally upgrade their Base Game cardboard tokens with the popular & super-durable resin tokens created by player (and lore writer) J.C. Hutchins.

These are officially licensed products from HBS, and are available for purchase at HBS’s online EU and Canadian store.

Two token sets are available for purchase:

Original TokensOriginal “Core” Set: 21 tokens featuring enough Mana Well, Blessing, and Curse tokens to cover most 500- and 1,000-point battles. Tokens are double-sided, showcasing vivid Golem Arcana graphics printed on glossy decals. A storage pouch is also included.

 

 

 

 

VP Tokens

New VP Token Set: Mark Capture Regions or other battlefield goals with this 25-token set. Tokens feature five designs to match your favorite Golem Arcana factions. They’re double-sided, featuring a “control region” icon on one side and a VP “victory condition” icon on the other. Five matching storage pouches are also included.

 

All token sets are hand-crafted and unique. Buy some today!

EU Store | Canada Store

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Living World Campaign “Realm of Cinders – Chapter 2” – June 10th

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The Wildwood Zikia do keep a written record of sorts, found in the Mahatavi, an ancient tree that dwarfs all others.
The knots 
in the bark, branches, and roots form magical runes that allegedly translate into the Arcanum’s secrets.
No 
non-Zikia has been allowed to set eyes upon it and be left alive afterward.” — Neraada Bahar, Imperial Scribe

“It’s not enough to maim and enrage your enemy. You must rip out her heart.”
“Fire only dies if there’s nothing left to burn.”
 — Amba and Mahik, Marshals of the Empire


The next chapter of Golem Arcana’s Living World campaign, “Realm of Cinders,” is an exciting way for players to make a difference in the world of Eretsu. Every game contributes to the success or failure of the player’s chosen faction, and immersive roleplaying opportunities mid-game can make a long-lasting impact on the future lore of the world!

Read on for details on how you can participate in the Realm of Cinders, and for information on earning rewards for playing!

UPDATE! — PREVIEW THE GAME MECHANICS AND MAP

Plan ahead for your army building with this Overview of Chapter 2 — including: map objectives, victory conditions, unique game mechanics, and a preview the map.

 CAMPAIGN SCHEDULE — MAY 6th — JULY 28th

For this second campaign, we are offering three scenario chapters. Each chapter runs for three to four weeks, working around U.S. holidays, with a week off in between to analyze data collected from the previous chapter.

Chapter 1: ran from May 6th through June 3rd
This chapter will be re-released for open-play after the whole campaign is done.

Chapter 2: June 10th through June 30th

Chapter 3: July 8th through July 28th

NEW FICTION

Each scenario introduces a new map layout, victory conditions, and storytelling opportunities—and future short stories in the Fiction section of this website will be affected by what you accomplish here!

Read our latest short story here: Visions of Fire, inspired by YOUR games and decisions in Realm of Cinders Chapter 1, and continuing the Zikia Matriarch’s story from Web of Thorns.

PRIZES!

While you can play Living World scenarios at home, our army of Emissaries will also be hosting events at friendly local game stores around the country (and the world). Each week you participate in an Emissary-hosted event, your Golem Arcana account will be awarded 75 Talons that can be used for the purchase of Ancient Ones and Knights in the app’s Army Builder.

Unlike the League Play events, there’s no tournament structure of multiple games. Instead, you’ll be playing to ensure your faction comes out on top of the final results of each chapter. So if you want to influence how the Realm of Cinders affects your faction and the history of Eretsu, keep fighting to turn the tide of battle in your favor!

The Golem Arcana quartermasters have also supplied Emissaries with a stockpile of new promotional Relic cards, so if it’s one of your first times playing Golem, your local Emissary will be happy to entrust you with one of these powerful weapons of war!

FIND EVENTS

Visit golemarcana.com/events to find events in your area!

No events in your area? Passionate about Golem Arcana? Apply to become an Emissary today! Just visit golemarcana.com/emissaries to learn more.

JOIN THE COMMUNITY

Excited about what the future holds for your faction? Want to rally your allies to join the fight? Discuss the Realm of Cinders on our forums!

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New Lore: Visions of Fire!

New lore based on the Realm of Cinders living world campaign is now available: Visions of Fire!

Join Ziksana as she travels to the front lines to cement her alliance with the Hattara of the Vimza tribe in the face of a Durani onslaught. Visions of Fire not only  sets up the conflict that will played out in Chapter 2, but reflects the efforts made by players in Chapter 1. Be sure to read the Story and play in the Realm of Cinders Living Wold Scenario to help shape the future of Eretsu!

Share your reactions to Visions of Fire and your own experiences fighting in the Wildwood on our forum here!