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Gudanna: Raiders of the Blasted Land — Now Available!

As Eretsu continues to descend into chaos now more than a year after the Great Khan’s death, the khans of the Dominion have new weapons to call into battle against those that would attempt to steal what the Great Khan’s Dominion took through strength and force of will. The Raiders of the Blasted Land are the latest Gudanna Golems to bolster your Dominion army. The Raiders excel at hit-and-run tactics, surprising their foes with sudden speed and relocation.

As of Wednesday, November 18th, The Raiders of the Blasted Land are officially available on retail shelves at your FLGS. If your store doesn’t have the Raiders yet, let them know you’d like a copy and they can order one for you!

Golems

 

The Burrow Claw

 

Burrow Claw:

The Burrow Claw is a dangerous Warsprite with a nasty surprise for its enemies. It scuttles into melee with foes and strikes by clamping down with its pincers. It doesn’t stay still for long though. The Burrow Claw can unleash a Tunneling Blast in melee, driving itself beneath the sands of the wastes, and slip away from its opponent, ending up in any Region with No Cover that it chooses.

 

 

 

 

 

The Terra NagaTerra Naga:

The Terra Naga is a rarity amongst the Gudanna Golems: An Ogre flier that depends solely upon ranged attacks. While the Naga fights from range, it still has to stay close to its targets, and as such it’s not as vulnerable as some ranged Golems when facing a melee assault. If an enemy closes into melee with the Naga, its Winged Withdrawal reduces the cost of Fly by 1 AP, often granting the Naga a free movement to escape. The Terra Naga can summon forth a Scattering Sirocco and harness the whirlwind to scatter all the Golems within a Region. As its targets scatter upon the winds, the Naga bursts into motion, disappearing and reappearing a short distance away, as it may move one Region for each target swept up in the Sirocco. The Naga can also lash out with a Sting from its tail, unleashing arcs of blistering magic that inflict terrible damage on enemy Golems.

 

 

Ravager

Ravager:

The Ravager is a Titan for the most bloodthirsty and fanatical Gudanna Golem Knights. The Ravager thrives on being in the heart of every conflict. It has the lightest armor and lowest health of the Gudanna Titans, but it is deadly as long as it can keep moving. As the Ravager closes on an enemy force, its Culling Mark allows it to pick its targets from a distance and increase the damage they take when hit with Melee attacks for 2 Rounds. Once a target is marked, the Ravager throws itself at the enemy with great Momentum. When entering an enemy’s Region, the Ravager gets -1 from all its Cooldowns and ignores Breakaway for 1 Turn. This enables the Ravager to spring from enemy to enemy with surprising speed, closing, striking, and then withdrawing leaving destruction in its wake. With Duststorm Blade, the Ravager unleashes a flurry of attacks against a foe and then for 2 Rounds, each time the Ravager leaves a Region with an enemy, the enemy suffers an additional 10 Damage and suffers -10 Accuracy for 1 Round. Finally, the Ravager’s Slice attack is highly accurate and a solid hit that recovers from Cooldown quickly if the Ravager keeps moving from enemy to enemy.

 

 

Relics

Zyama's Anointing

Zyama’s Anointing

Zyama’s Anointing allows a Golem to sacrifice some of its own Health in exchange for more Damage on its next attack. It costs the activating Golem 20 HP and adds 10 Damage to its next attack. If the attack succeeds, the attacking Golem gains 15 HP.

 

 

 

 

 

 

 

G4_app_DavatisSacrificeDavati’s Sacrifice

Davati’s Sacrifice offers a temporary gift of power in direct proportion to the sacrifice made to Davati. The activating Golem’s Base Armor is added as a Damage bonus to all attacks for 2 Rounds, but the activating Golem’s Base Armor is reduced to 0 for the rest of the battle.

 

 

 

 

 

 

 

Lantern of Vali

Lantern of Valli

The Lantern of Valli summons forth the Arena of Valli, a Relic Construct dedicated to bloodsport. While within the Arena of Valli’s Region, all Golems, ally and enemy, gain 10 Accuracy and 5 Damage to Melee attacks.

 

 

 

 

 

 

 

 

Metr's Blood Well

Metr’s Blood Well

Metr’s Blood Well calls upon the connection between blood and earth to summon Mana from even the most desolate Regions. The Metr’s Blood Well Construct will allow the deploying army to summon forth 6 Mana for every Turn they control the Blood Well uncontested.

 

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Crucible of Conflict Week 1 Standings

Week 1 Event champions:

Note: The new Ancient One Award is being finalized, and the below users will see it awarded to their accounts next week. No action is required, and the award will appear automatically.

hdobbs
cq
tyrantt002
thomas-joseph
jrbryso
emmamae07
cokonutty
n33dl3s
eliteone
mcstabbypants

League Standings (total):

n33dl3s 80
hutweque 76
spyderbyte 46
mistress k 46
cq 44
typhonous 40
emmamae07 40
daskindt 31
jrbryso 31
458mag 30
roguei4ihire 30
cbrunner 30
kallan 28
eroyse 28
harvie 26
tyrantt002 26
hdobbs 25
charmen85 24
vkdesign 24
howlin’ mad murphy 22
dtrdwngs 20
scarecrow 20
landlord3417 20
eretsujaz 20
blueskurge 20
sjd229 19
anton12358 18
valotian 18
hair10 18
tmink 17
zanther 17
indy kingsnake 16
mardin 16
peebz 15
redstarnyc 13
kingdragoon89 13
csypher 13
daveroby 12
archer3600 12
jerry jazbec 12
eliteone 12
carolina_siles 10
goofster 9
black_cat 9
thomas-joseph 9
martur 8
steenbock 8
brennus 8
obection99 8
madtitan314 7
rsvp 7
cokonutty 7
jcmonson 7
kepesk 6
whitherarcadia 6
nerdunfiltered 6
axion 5
bluekae 5
toasty2k 5
howlin’ mad murphy 5
foodguydarrah 4
joeldodenhoff 4
agross 4
hnloaded 4
chiller 4
draega silverwolf 3
alex76 3
mcstabbypants 3
wojcik 3
gracefulcourt 2
galakai 2
mikeo37 1
logan2893 1
malbet 1
nexhouhn 1
xdas-de 1
darcoza 1
jaegerofparker 1
gunsniper 1
stonegolem 1
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Conquest of Eretsu Bonus week and Standings Update

 

Bonus Week Event champions:

mistress k
spyderbyte
thomas-joseph
goofster
cq

League Standings (total):

 

hutweque 70
n33dl3s 63
spyderbyte 41
mistress k 38
typhonous 32
emmamae07 31
cq 30
daskindt 28
458mag 27
harvie 26
kallan 24
eroyse 23
roguei4ihire 23
howlin’ mad murphy 22
jrbryso 21
dtrdwngs 20
scarecrow 20
landlord3417 20
cbrunner 18
anton12358 18
charmen85 18
valotian 18
hair10 18
indy kingsnake 16
mardin 16
tmink 15
peebz 15
zanther 15
eretsujaz 15
tyrantt002 15
redstarnyc 13
kingdragoon89 13
daveroby 12
archer3600 12
vkdesign 11
blueskurge 11
jerry jazbec 10
carolina_siles 10
sjd229 10
goofster 9
black_cat 9
csypher 8
hdobbs 8
martur 8
steenbock 8
brennus 8
obection99 8
madtitan314 7
rsvp 7
kepesk 6
whitherarcadia 6
axion 5
bluekae 5
toasty2k 5
eliteone 5
thomas-joseph 4
foodguydarrah 4
joeldodenhoff 4
agross 4
draega silverwolf 3
alex76 3
nerdunfiltered 3
mikeo37 1
logan2893 1
malbet 1
nexhouhn 1
xdas-de 1
darcoza 1
jaegerofparker 1
golemarcana

Golem Arcana Rebalance Announcement

WARNING: This is a long post! 

(Available in German)

With Golem Arcana being one year into its existence – and with the addition of 100s of game elements and a ton of new and updated game data, we have decided to take all we have learned and use the remainder of the year to review it all in order to create a tighter, more fun, more competitive, and better balanced game.

We are calling it the Golem Arcana Rebalance and I want to let you in on what we are planning, what the goals are and what your role in the process will be.

Starting this week-end and going through Block 2 of the Conquest of Eretsu League Play event you will see that all the Army Point Value (APV) of the Golems have been adjusted (and some Relics, see below)

So what have we been up to?

As you may have noticed, while you have been playing Block 1, we have been compiling a master list of Known Issues, updating and completing an on-line rulebook and fixing a series of bugs in the game.

But mainly we have been working on the game balance by examining the underlying mathematics that define a Golem and its abilities and its powers. A complete review and adjustment of the global mathematics – we consider these formulas our Constants. These Constants apply across all golems equally. We have adjusted these based on 1000s of game play data and with an eye towards long term balance not just Golem vs Golem but also Arcana vs Arcana and Army vs Army.

This week-end and through Block 2 you will see the first set of revised data for Golems.

We have been testing these changes over a month now and we feel and feel this first batch of testing is ready for you to play with them in a League setting. So starting this week-end and playable in Block 2 you will create and build armies using this first set of revised data for Golems.

We really need you to kick the tires on them during league play AND just as importantly in social friendly home games.

Of course you are encourage to provide feedback in the forums or just ask questions about why and how something has changed.

VERY IMPORTANT NOTE: These values are not final values – your feedback (and the data from your gameplay) will help determine whether or not we need to go back and revisit the Constants we manipulated.

So, while you are playing and we are learning about those values we internally will move on to our next steps:

 

Step 2: More Golem Adjustments

This is a review of the mathematics that determine a specific Golem’s APV and powers. This is tricky because it includes both the cost of using a power (AP) and the cost of the power (as applied to the APV). This is a line-by-line review of each Golem separately (so basically we reapply Constant formula broken down per power, if you will)

 

Step 3: Digital Objects Review

Using many of the steps outlined for Golems we will be following the same path on Digital Objects. The cool thing here is that outside of Relics we don’t have to worry about errata or costs being reflected on printed material. This process will most likely focus on AP/Mana/HP costs and APV. Also during this time we will be doing a Knight/Golem review. In some cases it will influence how we address the Digital Object review, and also help us see what weaknesses Golems may have.

 

Our goal is to have much of this ready for Block 3 of the League play – with of course any adjustments we need to make from your games.

 

Finally,  you will find a handful of Relics have also had their APV adjusted. This was determined in order to have more balanced games. Those values were tested but are not final.

 

We will keep you updated with new information and new postings and the process continues. Check the SUPPORT page weekly (always updated by Thursday morning) or the forums where you can post any questions to us there.

Thanks for your time and welcome to the Golem Arcana Rebalance! We’re hyped and I hope you are too!

 

Mike Mulvihill

Golem Arcana Lead Designer

 

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Conquest of Eretsu Standings -10/29

Week 4 Event champions:

roguei4ihire
n33dl3s
anton12358
jerry jazbec
spyderbyte
vkdesign
cq

League Standings (total):

n33dl3s 63
hutweque 61
typhonous 32
spyderbyte 31
emmamae07 31
daskindt 28
458mag 27
harvie 26
kallan 24
roguei4ihire 23
cq 23
mistress k 22
eroyse 21
jrbryso 21
scarecrow 20
landlord3417 20
anton12358 18
charmen85 18
valotian 18
hair10 18
dtrdwngs 16
mardin 16
peebz 15
zanther 15
eretsujaz 15
indy kingsnake 15
tmink 15
tyrantt002 15
howlin’ mad murphy 14
redstarnyc 13
kingdragoon89 13
cbrunner 12
daveroby 12
archer3600 12
blueskurge 11
jerry jazbec 10
carolina_siles 10
sjd229 10
black_cat 9
howlin’ mad murphy 8
hdobbs 8
martur 8
steenbock 8
brennus 8
obection99 8
rsvp 7
vkdesign 6
kepesk 6
goofster 6
csypher 6
whitherarcadia 6
bluekae 5
toasty2k 5
eliteone 5
joeldodenhoff 4
axion 4
agross 4
draega silverwolf 3
foodguydarrah 3
alex76 3
nerdunfiltered 3
madtitan314 2
mikeo37 1
logan2893 1
malbet 1
nexhouhn 1
xdas-de 1
darcoza 1
jaegerofparker 1
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Conquest of Eretsu Standings -10/22 UPDATE-

Hello Knights of Eretsu,

Couple of quick updates for the week:

1. League points standings are below.

2. If you were an Event Champion (week 1-3) “The Relentless”, our new titan-focused Ancient One should be appearing in your inventory by this now.

Week 3 Event champions:

hutweque
458mag
landlord3417
harvie
hair10
nerdunfiltered
sjd229
carolina_siles
mardin

League Standings (total):

Username Totals
hutweque 45
n33dl3s 40
emmamae07 29
typhonous 25
458mag 25
jrbryso 21
scarecrow 20
landlord3417 20
kallan 19
valotian 18
harvie 18
hair10 18
mardin 16
tyrantt002 15
howlin’ mad murphy 14
daskindt 14
roguei4ihire 14
spyderbyte 13
kingdragoon89 13
eroyse 12
mistress k 12
daveroby 12
archer3600 12
blueskurge 11
cq 11
zanther 11
peebz 11
anton12358 11
dtrdwngs 11
charmen85 10
tmink 10
sjd229 10
cbrunner 9
eretsujaz 9
indy kingsnake 9
black_cat 9
martur 8
steenbock 8
redstarnyc 8
brennus 8
carolina_siles 8
obection99 8
whitherarcadia 6
goofster 6
jerry jazbec 5
eliteone 5
joeldodenhoff 4
hdobbs 4
axion 4
agross 4
draega silverwolf 3
csypher 3
foodguydarrah 3
alex76 3
nerdunfiltered 3
toasty2k 2
madtitan314 2
mikeo37 1
logan2893 1
malbet 1
nexhouhn 1
xdas-de 1
darcoza 1
jaegerofparker 1
vkdesign 1
Ash-and-Bone_MD

Of Ash and Bone: Flames Ascendant

Ash-and-Bone_MD

Libir burns, a towering pyre that can be seen a thousand leagues away.  A message from Izvari, the mother wing of the Ascendant Wake, to all of Eretsu. The Cycle continues and the Ascendant Wake is on the march.

The battle of Libir began as Izvari lead the Urugal clan Sunu into open rebellion against the Gudanna Dominion, first going to the ancient city of Libir to uncover the now infamous Ashmogh colossus. The resurrection of the Ashmogh and the formation of a new Wake demanded the attention of all of Eretsu, who responded by sending their armies to confront Izvari in the ancient city.

After almost two months of fighting, Izvari was able to establish her dominance over the city of Libir. While her tactics did little to preserve the ancient city, often destroying entire districts in order to push an enemy out of the area, Izvari proved herself to be a legitimate threat to her one time siblings in the Dominion. The Ascendant Wake threatens more than just the Dominion however. If the prophecies being spread by the Urugal are to be believed, Izvari aims to end civilization as we know it.

While Izvari was able to establish control over the majority of the city, she was unable to completely control Libir; in fact, Vanya and the Zikia Great Weald held almost as much of the city as the Urugal did. One could speculate that this may be why Izvari ignited the firestorm, and is working to erase Libir from the face of Eretsu.

The war-weary and over-committed Empire and Dominion failed to accomplish many of their goals in Libir. While they were far better supplied then the forces of the Zikia and Urugal, their effectiveness on the battlefield was meager. Being often drawn into costly confrontations with each other, the two factions exhausted each other; and left the way open for the Zikia and Urugal to make easy gains.

As she retreated from libir, Nandanna attributed the loss to the troops that her brother had sent to support her. “Rudatha’s so called ‘warriors’ are nothing but scholars in armor. If I was sent the warriors as I was promised I would be returning with the riches of Libir,” Nandanna said. To which Rahu Yantra responded, “The inability of Nandanna Khan to co-operate in any battle plan lead to… expected results. The Dominion knows Nandanna well enough to understand how her temperament would ruin Rudatha Khan’s well laid plans.”

With the victory of the Ascendant Wake in Libir, the Urugal across Eretsu stir. Already in the north there are reports of northern Urugal clans taking up the banner of the Ascendant Wake. The War of Blood and Stone may be coming to end, and in its place a much more terrifying conflict is brewing as now four factions vie for the conquest of Eretsu.

-The Herald of Eretsu

Ash and Bone gameplay statistics:

  • Games Played:
    • 192 @ Gencon
    • 184 @ Home and Public Events
    • Total Games: 376
  • Victories by faction:
    • Mercenary Kings: 50%
      • Izvari: 26%
      • Vanya: 24%
    • Durani Empire: 26%
      • Sudhamra: 13%
      • Dasra: 13%
    • Gudanna Dominion:
      • Nandanna: 15%
      • Rudatha: 9%

Rewards:

Everyone who participated in Ash and Bone at an Emissary-hosted event should have received The Singing Flame Ancient One. If it is not available in your inventory, please contact your Emissary for assistance, (or you can email emissaries@hbs-studios.com with your Golem Arcana username and date participated).

The Singing Flame can only be summoned by armies created as Mercenary Kings forces for the duration of “Conquest of Eretsu”, (more details soon, but running this fall through the beginning of the year). The Singing Flame will be unlocked for all factions after the event series concludes January 2016.

 

RoC-3_featureimage

Realm of Cinders – Chapter 3 Results

Hello Golem Knights! The third chapter of Realm of Cinders finished on July 28th, right before GenCon. Yes, that was about a month ago, but it’s been a whirlwind ever since, and we’re only just now able to catch our collective breaths and get this update written.

As you know, all game results are uploaded to our servers, which lets us investigate the data and analyze which factions won the most games, and also, as you’ll see below, sometimes it’s the little side-quests along the way that can also have a lasting impact on the story.

OVERVIEW OF THE SCENARIO

If you need a refresher of the set-up and victory conditions for Chapter 3, please read this blog post.

WINNING FACTION

Like in Chapter 1, we had 2 maps: one for 2 players and one for 3 players. Though this time we used the same map — which made for a pretty crazy big battle, with 3000 points of Golems duking it out in a small amount of space!

Like in Chapter 2, the 2-player map allowed for unequal representation of the 3 factions, so we looked at two angles for wins: 1) the most total wins and 2) the best winning %. The Dominion and Empire were neck-and-neck in the 2 player games, but the Empire didn’t turn their central starting location in the 3 player game into much of an advantage.

  • Faction
  • Dominion
  • Empire
  • Mercenaries
  • % of 2 Player Wins
  • 40%
  • 39%
  • 21%
  • % of 3 Player Wins
  • 38%
  • 25%
  • 38%
  • Winning %
  • 49%
  • 43%
  • 42%

So… as the dust and ash settles in the Mahatavi, the Dominion’s forces hold the decisive advantage around the sacred First Tree, while the Empire forces retreat to their lands outside the Wildwood and the Mercenary forces pull back to the Zikia villages at the edge of the Realm of Cinders. Yet, what will Rudatha do with this victory, so far from Dominion lands?

The Gudanna spymasters have now studied the magical runes of the Mahatavi, formed in the knots and bark, in the branches and roots — after which, an envoy is sent to speak with Vanya, the new First among Equals of the Zikia Tribes. From the Dominion’s perspective, they helped defend the Mahatavi from the invading Empire forces, and remained to protect against any further reprisals from their mutual enemy. Rudatha calls upon the Samula tribe to provide safe passage back to Dominion lands for his remaining troops, per his agreement with Vanya’s mother. In return, the magnanimous Raja Khan is more than willing for the Mahatavi to become the Zikia’s responsibility again. This arrangement is also in the interest of the Great Weald, the Envoy explains, as the Dominion can protect the Wildwood’s southern borders from the new Urugal threat: the Ascendant Wake.

SAVING THE FOREST SPIRITS

Partway through the scenario, uncorrupted Forest Spirits began to appear at random locations around the map. If an army’s Golem entered the Spirit’s Region, it would receive a boon for saving the Spirit from the maddened Cinderborn. The collective Spirits of the Wildwood would remember such actions…

  • Faction
  • Mercenaries
  • Empire
  • Dominion
  • Spirits Saved / Game
  • 2.1
  • 1.8
  • 1.6

As appropriate, the Mercenary Kings saved the most Forest Spirits. It may be many generations before the Realm of Cinders can be healed, if that can be done at all. In the years to come, the Mercenary Kings will be able to navigate the Realm of Cinders more safely, with the protection of the uncorrupted Forest Spirits who remain there.

Perhaps one reason the Dominion was so willing to give back the Mahatavi to the Great Weald was because the Dominion saved the least number of Forest Spirits. These uncorrupted guardians provide little to no protection to the Gudanna from the Cinderborn, making the option of staying long term at the Mahatavi unappealing to say the least.

THE MYSTERIOUS CHILD

In each game, the first player to save 3 Forest Spirits in a row was granted the opportunity to save a mysterious child being protected by the Forest Spirits… for those of you who have been reading our short stories and have read the novella “Shadow of the Khan” — you know who this child really is, and just how badly the leaders of the Empire and the Dominion wanted him.

Only 46% of games saw one of the players given the opportunity to claim the Child, and when given that opportunity, only 50% of the time did that player get a Golem to the designated Region. In the end, the Dominion saved the child the most.

  • Faction
  • Dominion
  • Mercenaries
  • Empire
  • % of Games Saved the Child
  • 17.2%
  • 13.9%
  • 13.3%
  • Success % when Child Revealed
  • 43%
  • 71%
  • 42%

Rudatha has claimed the young boy, known as “Azas”, whisked off to the south on the back of a Corpse Collector — perhaps bound for Prishta, perhaps not. As for what Rudatha will do with the boy under his control… the Spider’s plans are inscrutable and far-reaching.

The returning troops of the Durani will certainly tell tales of what they witnessed at the Mahatavi, and such word will make its way to ears of the Raga, but it will be much too late to do anything about it. Raga Dasra would do anything to get the boy back, yet if he is truly being held somewhere in Dominion lands, only war will bring those lands under the Empire’s control again.

The leaders of the Great Weald do not appreciate why the Dominion and Empire would care about the child, as they only know him as someone important enough to earn the protection of the mysterious Forest Spirits. Perhaps Ajin and Vanya would be motivated by a sympathy for his plight and, following the lead of the Forest Spirits, believe that he belongs under their protection. But practically speaking they have larger problems right now than unraveling such mysteries.


JOIN THE COMMUNITY

Thank-you for participating in this arc of Story Scenarios. We had a lot of fun designing and playing them and watching the data pile up from your game sessions. We look forward to seeing the saga of Eretsu continue, in your capable hands!

Excited about what the future holds for your faction? Discuss the Realm of Cinders on our forums!

RealmOfCinders2_feature-img

Realm of Cinders – Chapter 2 Results

RoC-2_splash-MD

Hello Golem Knights! Brian Poel here. Just wanted to open with an apology for such a late update on the results of the Story Scenarios. The second chapter of Realm of Cinders finished on June 30th. Yes, that was LONG ago, but unfortunately between finishing work on Chapter 3, then preparing for and attending GenCon and then right after GenCon flying to China to supervise the final stages of manufacturing for the next releases — I’m only just now able to catch my breath and get this all down on paper.

———————————————————————

As you know, all game results are uploaded to our servers, which lets us investigate the data and analyze which factions won the most games, and also, more importantly, HOW they won those games. As you’ve seen in Chapter 1, it’s not just victory we’re looking at, but the choices along the way to victory or defeat, that are making a difference in the eventual aftermath of the Realm of Cinders.

Don’t worry — even though it’s taken us this long to publish an update here on the Web site, we were watching the data the whole time and the results from Chapter 2 did, in fact, directly affect some of the mechanics of Chapter 3, as you’ll see below!

OVERVIEW OF THE SCENARIO

If you need a refresher of the set-up and victory conditions for Chapter 2, please read this blog post.

“WINNING” FACTION

Unlike in Chapter 1, there was a single 2-player map in Chapter 2. Since this allowed for unequal representation of the 3 factions, we looked at two angles for wins: 1) the most total wins and 2) the best winning %. As it turned out the Dominion won the most and within the margin-of-error for a Tie on Win %.

  • Faction
  • Dominion
  • Empire
  • Mercenaries
  • % of Total Wins
  • 41%
  • 36%
  • 24%
  • Winning %
  • 55%
  • 56%
  • 38%

All that said, simply “Winning” in this scenario wasn’t really the primary goal! It’s true that when the various Faction armies met in the Vinewood, the Dominion won more of those battles — but as explained in the scenario briefings, the true goal was collecting as many Victory Points worth of Charms as possible. More on that below!

THE MAP

Here’s a reminder of the layout of the map for the Chapter 2 scenario. Each of the objective markers on the map represented a possible location of a Zikia Elder, from which the player could acquire a Charm — and such Charms would allow that Faction to navigate more quickly through the mystical labyrinth protecting the sacred First Tree of the Mahatavi.

As the players quickly discovered, however, the fires of burning Zikia villages from Chapter 1 have quickly spread — and the destabilized Mana Wells have brought forth the furious wrath of the Wildwood’s Forest Spirits in the form of Cinderborn! As the Scenario progressed, automatic Fire Damage on the map increased, both in scope (spreading from Heavy and Medium Cover regions to Ground Cover region) but also in severity (from 5 damage a turn to 10 damage a turn).

But players could also accelerate this damage — or repair it — by interacting with the Mana Wells on the map. The Durani Empire had the option of further damaging the Mana Wells, increasing the Fire Damage for everyone. The Mercenary Kings had the option of repairing the Mana Wells, resetting the progression of Fire Damage, but not eliminating it completely. And the Gudanna Dominion could choose to do either, in the service of investigating this strange Cinderborn phenomena for their curious masters back home.

COLLECTING CHARMS

As mentioned above, the goal of this Scenario was collecting Charms — not only for that single game, but also to contribute to the total Charms collected for that Faction across ALL games. Savvy players tried to collect as many Charms as possible and eliminate enemy Golems carrying charms. Even armies that technically lost a battle, but collected a lot of Charms in the process contributed to the success of their Faction.

  • Faction
  • Empire
  • Dominion
  • Mercenaries
  • Ave. Charm VP / game
  • 3.9
  • 3.2
  • 2.4
  • Ave. Carrier Kill VP / game
  • 0.28
  • 0.42
  • 0.63

For those who played the 3-Player version of Realm of Cinders: Chapter 3, you’ll know that the Durani Empire deployed first and deployed at the center of the map, surrounding the giant root of the Mahatavi, with its beneficial healing properties. Story-wise, the Empire used their advantage in Charms to navigate the labyrinth more quickly, granting them time to heal up from all their fire damage before the other armies arrived, and the opportunity to attack first.

While the Mercenary Kings collected the fewest Charms from the Zikia Elders, the Mercs did kill the most Charm Carriers — fitting, when you think of how the enemy Golems acquired these charms. So in the story, the Mercenary forces, so enraged by the violence against the fleeing Zikia Elders, lost sight of the goal of collecting Charms for themselves and instead focused on exacting revenge on those Empire or Dominion forces who harmed the Elders. A righteous cause perhaps, but strategically not as useful.

THE MANA WELLS

We also kept a close eye on what each Faction did with the Mana Wells. Both the Empire and the Mercs had the option to do nothing when entering the Mana Wells, or to Damage (Empire) or Repair (Mercs) the Wells. The Dominion, however, had to choose to do something when entering a Well, Damage or Repair.

  • Faction
  • Empire
  • Dominion
  • Mercenaries
  • ALL
  • % Damage
  • 37%
  • 30%
  • n/a
  • 36%
  • % Repair
  • n/a
  • 70%
  • 63%
  • 64%
  • Ch 3 Spirit Bonus
  • 10 HP / 10 DMG
  • 15 HP / 5 DMG
  • 20 HP
  • n/a

For the Empire, when one of their Golems saved a Spirit in the Chapter 3 it gained an equal amount of Healing (10 HP per turn) and increased Damage (+10 DMG), and the framing of the interaction with the Spirits was that the Golems were saving the Spirits. If the Empire had damaged more Wells, this would have changed that interaction with the Spirits to something a lot more unpleasant, and the bonuses would have been more heavily weighted to Damage bonuses. This tone of the relationship with the Forest Spirits is especially important for the Durani commmander Kopa Vahni, to whom the players reported — their actions are a proxy for Kopa Vahni’s decisions and the overall fate of the invading Durani armies in the Wildwood.

For the Dominion, player decisions also set the tone for the Dominion’s interaction with the Forest Spirits in Chapter 3. With the large majority of opportunities dedicated to Repairing the Wells, Dominion Golems saved Forest Spirits in the next Chapter and gained mostly healing (15 HP per turn) and a small amount of increased Damage (+5 DMG).

For the Mercenary Kings, they were always going to get all-healing from their Spirit interactions in the next Chapter — but all that Mana Well repairing was still an important action to offset any Well-damaging that the Dominion and Empire were doing. While this area of the Wildwood is still devastated with Cinderborn, there are now some Forest Spirits that remain uncorrupted, and available to help the Zikia of the Wildwood brave enough to venture into the Realm of Cinders in the future.


JOIN THE COMMUNITY

Excited about what the future holds for your faction? Discuss the Realm of Cinders on our forums!

Of Ash and Bone: Secrets of Libir

Ash-and-Bone_MD

Of Ash and Bone: Secrets of Libir is a story scenario that will run exclusively during GenCon, but be available to all players during that time, (July 30th – August 2nd).

Players will choose their faction and declare fealty to one of 6 leaders. This choice will help determine who uncovers ancient secrets locked away in the temples and ruins of the city of Libir.

Lore

Libir is an ancient city steeped in secrets and cryptic references to power long-forgotten. Janu Kahn re-discovered the secrets of the Gudanna Arcanum here. From deep under the ruins of this city, Izvari summoned the devastating Ashmogh Colossus, (read more about that in “Ascendant” here).

Leaders from every faction of Eretsu have descended on the aged and crumbling city to claim the strength of its temples and buried wonders for the coming conflicts.

Who will you fight for? What will you find?

Layout

This map was designed to encourage both fighting near the center as well as on the outer edges. This helps to make the battle more dynamic. With minimal LOS blocking, and diverse cover & terrain features, movement and ranged attacks are less impaired but impactful.

AnBcut
Mana wells are located on the outer edges to keep “running and hiding” for mana minimal.

VP locations specific to each army are located opposite of their deployment zones, but right next to an opponent’s DZ — again to keep action lively and give an army an alternate objective if they destroy an adjacent enemy or are unopposed by them.

Victory Conditions

Victory is achieved by being the first player to 3 VP. Central VP locations are open to any army to claim and worth 1 VP/turn. Outer VP Locations may only be claimed by the army deployed on the opposite side of the map, and are also worth 1 VP/turn.

Notes:

Players will find two, (2) versions of the scenario. One is built using pre-created armies, (each one comprised entirely of units from Durani: Scions of Honor, Gudanna: Terrors of the Steppes, Zikia: Heralds of The Great Weald, and Urugal: Cabal of the Onyx Cliffs. This version is found under the “Tutorials” tab). The other has no pre-determined armies and you can use your own 500 point army to play, (found under the “Story” tab). If you are playing at GenCon in the event hall, please let us know if you would prefer to play the open-army, (not pre-created) version. We will accommodate those we can.

This Scenario is created using Tile Set 2, either version of the scenario will require that tile set to play.

Awards

The winning-est faction unlocks exclusive access to “The Singing Flame” Ancient One during the first month of League Play this fall.

While exclusivity will be tracked at the faction level (Empire, Dominion, or Mercenary Kings), which leader wins the most in Libir will be tracked for the ongoing story of Golem Arcana.

All players who participate in Ash & Bone at GenCon or an Emissary hosted event will win The Singing Flame for free (granted to your account after the event finishes). It will be purchasable by everyone else at a later date, prior to the start of League Play.