Monday, 17 September 2018

16 Card Games? But where's the box?

Sample of what you'll get/with each game.
Samples are coming in for the 16, no wait, 18 cards and dice games Kickstarter launching next month. Here's a pic of what a sample game looks like.

  • 8 1/2" by 11" rule book.
  • Deck of 54 - 72 professional quality poker size cards depending upon the game.
  • 11" x 17" map or card stock game board. 
  • Two Player Aid Cards with all the rules you'll need to play the game.
  • In a plastic zip lock bag.
What about the box? If you really want a box, we'll have them for you to add-on to your games. Waiting on the box samples to come in. 

Quality box with appropriate artwork for the game.
Shooting for an October launch and 4 to 6 month fulfillment. More info!

Friday, 14 September 2018

16 Card Game Samples Coming In!

It's all about the games!
These are rough samples, not the final artwork.

Samples of the card/dice games are coming in. Each will have full color, good quality playing cards, card stock Player Aid Cards, rules, and color 11" x 17" card stock maps when needed. Those that need counters will have counters as well. All will be in a plastic bag to keep your cost down!

Everything that you pay for in each game will be part of the game, not window dressing! 

More here.

Wednesday, 12 September 2018

Cards and Dice Game Kickstarter - How it's going to work

After speaking with Jeff, the printer, I decided to offer between 12 -  18 games at the same time on Kickstarter. As he can print to order, I don't have to worry about minimums. 
I'll list a base price for the games, the more you buy of course, the cheaper per game. This is a good way for people to get their friends to buy games as well on the same order to get a cheaper per game price.

Postage will be billed and collected separate from Kickstarter to get you guys the best rate. No one charge does it all.

Here's More!

Tuesday, 11 September 2018

Check's in the mail!

Okay, not really, but my printer says he's mailing out the 16 card game samples this week!
Stay tuned!

Saturday, 8 September 2018

Forum Fixed and Good to Go!

If you're not a member you really should join. Lots of free stuff and answers to questions.


Tuesday, 4 September 2018

In Sight Test? Where have you gone? Right here! Part 2

Be sure to read Part One first to get a full understanding.

There's a Cure? Not exactly...

Download the free ATZ Tabletop and Convention Play doc here. Just scroll down to the bottom of the page.

In Sight Test? Where have you gone? Right here!

 Magic Door? Right here!

Want to play ATZ - Evolution or any THW title that uses the Action Table on the tabletop with rulers and ranges? Easy to do and perfect for running convention games. First, get the free download available here at the bottom of the page. Then read the following Bat Rep.

Monday, 3 September 2018

Pink and the Orcs go Wandering

Having taken the Job from Grug (Part One) Pink leads 4 Orcs on an Encounter trying to find the entrance to a dungeon, rumored to be nearby.

Saturday, 1 September 2018

Mooks - Can I Be a Human?

Mooks is a brilliant book that allows you to play as an Orc in a series of adventures. Well, what if you don't want to be an Orc? Jay, the author, has that covered. You can play as a human or any other Race you want because ...

the Orcs are hiring!

Friday, 31 August 2018

Talomir Tales for Big Battles?

53 figures from Splintered Light Minis Goblins, Wererats, Orcs, Thieves, Adventurers and Dungeon Divers.
Had some free time and was wondering, can Talomir Tales rules handle larger battles and what would I need to tweak, if anything, to make it work. So I grabbed my copy of Distant Shores , the Talomir Core Rules and got started.

I knew there were too many figures for the Battle Boards so I pulled out a TV tray (!) and placed some terrain on it. Distant Shores isn't concerned with movement distances, but more about actions.  So when it's time to act, Casters cast, Shooters shoot, and melee guys charge into melee. 

Here are the two opposing sides laid out on the table. I divided each side into three groups - Left Center and Right.  
I decided with that many figures to divide each side into three groups. Each had a Leader and how large the group was, didn't matter. They would just function as a group, taking their actions separately.

The first thing I did was roll for the Advantage on the Action Table. I rolled for each group - Left, Center and Right. Made sense to me that you'd be focusing on the enemy to your front so dividing the battle into three sections was the result.

The Thieves on the left and the Dungeon Divers on the right of the human side gained the Advantage against the Goblins and Wererats respectively. The Orcs on the other side, had the Advantage over the Adventurers in the Center. 
Advantage is rolled for.

 Next, each Leader (6) rolled on the Action Table. Their results would be compared to the opposing group deployed across from them. The Thieves and Dungeon Divers won and would act first. this wasn't a surprise as they had the Advantage. What was a surprise is the Orc choked - passing 1d6 and allowing the Adventurers to act first!
The whole human side will act first.
The table is set and the Battle Begins!

Talomir Tales for Big Battles? Yes you can!

Part One
The Battle begins and in order for the Action the Caster s Cast. The Adventurers Caster can only fire off a Dazzle spell ad can only affect one target. At least she hits the Orc Leader who will ow count a -1 to Rep this and next turn.  The Dungeon Diver Caster fires off a Damage spell, but can nonly affect one target - he hits and kills the Wererat leader!

Red arrows represent the spells cast by the human Casters.
 Next in order of action is shooting. The two archers fire. One causes the Orc Caster to Duck Back out of sight while the other takes out one Wererat.

Green arrows represent archery fire. Red splashes are Obviously Dead (large ones) and Out of the Fight.
 Next on the Action Table, in order is charge and the humans weep forward! The five archers on the Goblin and Orc side open fire at the chargers. The Adventurers Leader is forced to Duck Back while two humans go down.

Green arrows for archery, yellow for ducking back - the Orc Caster and one of the human Leaders.
Going down the Action Table makes the game play very quickly and easily to track. melee now happens as the lines collide. Casualties are doled out. Some of the figures don't melee the first time as some of the human groups attack larger enemy groups. The Will to Fight is taken and Goblin, Wererat and Adventurers suffer losses - figures drift away from the fight. The Caster is one of the first to go!
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The melee is vicious and the humans are starting to fail. The Adventurers in the center break and flee allowing the Orcs to help the Goblins.

The Orc Caster returns and fires a Damage Spell as the archers pour arrows into the remaining humans. 
The last of the humans run away and the Orcs are victorious. Time to recover the wounded and take care of the human Out of the Fights.
Over all very easy to play by going down the Action Table across the board...all Casters casting, then shooters shooting and finally the melees which took the longest. Over all the humand had one turn of action, the Orcs and allies one turn, then the humans a second - breaking at the end due to the Will to Fight Test.

Looks like I'll be using this for larger games and campaigning as well.

Mooks and Druid's Children for Talomir Tales Now on Sale

Mooks and Druid's Children

The 5th and 6th Books for Talomir Tales release today!

You got a problem with one Orc?
Then you got a problem with our whole Tribe!
Remember the Orcs? Known for being ugly, stupid mooks used as cannon fodder by the Big Bad? Well, not this time!

Mooks! This time around the ugly beasts are The Good Guys!
Okay, okay; you can still play as a human if you want! :)

Druid's Children 
Befriend a new race of beings. Check!
Stop the Liche Lord. Check!
Save the Kingdom. Sure, but …
Will there be Ale?!

A simple criminal investigation puts you on a collision course with mystery and conspiracy at the heart of the Kingdom. It’s time to get on the road, but remember…

Not all may be as it seems!