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Campaign Turn #8

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I realized I hadn't posted in this blog for awhile. Things have been busy as I have about four things on my plate right now. I am of course playtesting this game and trying to get the manuscript in order. We have also been shipping many backorders as resin pieces come in. We are still trying to get the miniatures out to finish off the Kickstarter shipping. Finally we are going to Adepticon on March 23-25 and we have been working hard to get stuff out to our USA sponsor for that show. We hope to see you there. Please drop by Booth 51 and say hello.
Meanwhile we have been playing three games over the past month in order to get our Turn #8 sorted out. Our players went pretty aggressive this turn with all players taking a Forage order and then ganging up on two players. The Orenda Points leader (Orenda Points are what you use to determine who wins the campaign) won the initiative and put out a challenge and then in return was challenged by another player. The maximum you can face is …

Campaign Turn #7 Part 2

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We concluded Campaign Turn #7 this past week.We had a Patrol scenario game. We tweaked the scenario in a few ways to get the proper feel for a Patrol. In this scenario the defender starts on the board with one group and brings the rest of his troops on the board once the attacker is spotted. The attacker for his part starts off the table and enters turn #1. The Defender must move through three patrol points in order to win the scenario. The Defender in our scenario was outmatched in terms of figure count, even though it was the second tabletop battle of the turn for the Attacker and he had wounded warriors.
In the Campaign Game you can only fight two tabletop battles in one campaign turn. Without going into too much detail, you can take a Forage Order, which is meant to be an aggressive, attacking campaign order, and if you do you can issue a challenge but still be challenged by another player who performs a Forage Order as well. This player had been an Attacker and then had been cha…

Campaign Turn #7

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We have been working thru Turn Seven of our campaign game.This turn seemed to hold a lot of discussion. First we had a player make a successful Trip to Kebec. This brought on discussion about what should be available there to trade with the Europeans. Other than the obvious "Shining Wood" we have added the European Axe and the European Knife. Both of these items give you a bonus in close combat. The European Axe gives you a bonus of +1d6 when using the Counter Blow Card. The European Knife will negate the bonus against using a secondary weapon and is therefore good to give to warriors with bows.  You can also acquire glass beads and metal cooking pots. Both of these items have a positive effect in the campaign game.
We then ran thru the Aftermath Phase for Turn 6 and started our Turn 7. In this turn we had a player get challenged twice in a turn. This has never happened before so we needed to work out the effects of it in the Campaign Game which is why we are here.
We also …

Campaign Turn #6

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In this weeks campaign playtest we had one tabletop game. We also made a two minor tweaks to the rules to try to make the game slightly more flexible. The first change we made was to the Warband Recruitment Chart. This is the chart that you roll on to determine what, if any, warriors decide to join you on your expedition. We just made this chart more flexible allowing more variance to come up more often in the rolls. This is because we found that the players were rolling the same amount of dice on most turns and had very little variety in the Warbands. The second change we made was to the cost of adding warriors to the Warband. Previously you could put one or two War! Dice aside to buy a Special Character or Key Character to join your Warband. This allowed the player some control over the consistency of his Warband but at the cost of taking less overall total figures with him to the tabletop game. We simply made these costs cheaper due to the lack of War! Dice that appeared each turn.…

Campaign Turn #5

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Once again this week we got together to pursue our creation and playtest of the Campaign Rules for Flint and Feather. Things are going well and all the players are very happy with how the game is running. We are just ironing out things that come up as we play and trying to cover all the bases. For instance in this evenings play we rolled a new scenario, picking and choosing to try the ones we have not playtested yet. Please note, a couple of the scenarios we have played multiple times. As stated we wanted to try something new so we put together a Defense scenario. This is designed for one a player who is on a Forage Order challenges a player which is on a Rest Order. So it is intended as a surprise attack against warriors working in the field or some such. Not necessarily in a fortified village which is the Assault Scenario that is mentioned earlier in this blog.
The Defender is given three objective points to defend. These represent, supplies or tools or some other implements that a…

Campaign Playtest Continues II

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In this weeks update we moved into Turn #3. War! Dice were tallied and Councils were convinced. All four players performed a Forage Order and challenges were issued.
In the first game a Skirmish scenario was rolled and the players set up opposite each other. In the Skirmish scenario the Attacker moves his forces onto the table after the Defender is deployed in the starting area. The game was a success for both players. The defender grabbed four Furs Markers before being pushed off the table. The Attacker however captured both the Great Warrior and a Stripling from the Defenders Warband. In close combat the Great Warrior was knocked down, the Stripling was knocked down and a War-bearer was killed. The Nerve Test was failed by three or more and with no warriors to retreat the Great Warrior and Stripling were left to be bound by their opponent. In the Aftermath Phase the Great Warrior is automatically killed but the Stripling was adopted into the opponents tribe on a successful die roll…