![]() ![]() If they, or that matter ANY Company, would do one game at time, from design to delivery, before starting the next Project, they would go out of business. And if one person is working across multiple projects then that has the potential to throw them all out significantly if that person leaves/falls badly ill/dies/etc and no one can quickly fill the void.Īll that said, probably still wont stop me from backing this. ![]() All that takes a lot of resources and time. This game is shaping up to be quite the weighty set, as was Joan of Arc and Solomon Kane. Especially given the size of some of Mythics games. I'd rather they (not just Mythic but all small companies in this position) focus on one thing at a time before jumping into a new venture. That's not to say that they're in over their heads, or cant work on them all simultaneously, but it does mean that problems can easy arise. I don't like that they've got another 3 or 4 projects in various stages of production. They're a nice hard plastic and there's none of the bendiness you get with boardgame minis sometimes, and while they don't have GW levels of super detail that's fine for their cartoony aesthetic, and they should paint up nice.Snrub wrote: Honestly, that rankles on me a bit. ![]() But it was a bit of a hollow victory because I didn't get a lot of gold for the mission, and barely had enough to level up, heal up, and drink away most of my worries.Īs a miniatures painter, I should say that I'm pleased with the quality of the minis (and all the components, really). It turns out that the go-to strategy for the computer game against the necromancer himself (pile on lots and lots of blight) also worked a treat in the board game, and he went down like a chump in the third round under a barrage of plague bombs, supported by some nice heavy hits from the two bruisers. I took the Hellion, the Bounty Hunter, the Plague Doctor, and the Vestal through the three quests to beat the Necromancer, and it basically took me a long afternoon to get through. It's very hard, for example, to see the stress tracker on the hero boards, and a lot of the very nice art is just plain hard to see. My biggest complaint isn't even a gameplay one - it's just that the printing is generally quite dark. It took me a bit to get used to, but I do like how everything in the game is very accurate - both heroes and monsters will be landing their hits much more than otherwise, and the oh-shit moments come from crits, while the relief when a monster misses (or the agony when a hero does) is that much more profound because it doesn't happen all that often. The combat is simple and quick, but does have tactics, and the abstract positioning is both interesting and important. Exploration is brutal and really quite harrowing, for all that it's so abstract. It certainly felt like Darkest Dungeon, in that the moment-to-moment gameplay isn't particularly challenging, but little bits of bad news (damage, stress, quirks, diseases, all that good stuff) pile up faster than you can really deal with them, and eventually you find yourself looking at a dark corridor with no supplies and a bunch of wounds and stress on your heroes and decide to just end the quest early after all. ![]() It actually is pretty simple in play once you get things down! There's an awful lot of little cardboard chits, but each one is a pretty simple binary on-or-off effect, and even controlling 4 heroes solo didn't feel overly mentally taxing. I got my copy earlier this week, and decided to use my last day of Covid-19 quarantine today (whoo!) to give it a whirl. ![]()
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