Jan 102013
 

BAILEY RECORDS ANNOUNCES KAIJU KAOS: SMACKDOWN SERIES 1, SET 1 MINIFIGS!

 

Grove City, OH, January 9, 2013 – Bailey Records today announces the upcoming release of KAIJU KAOS: SMACKDOWN and our first set of limited edition minifigures designed for collectors and gamers alike.

“Since it’s conception, I’ve dreamed big with KAIJU KAOS and have wanted to tear down traditional barriers within the industry,” said Bryan Borgman, Bailey Records’ owner and KAIJU KAOS miniatures game designer.  “Besides making a miniatures game using colossal monster miniatures, we have a full-length soundtrack, and now collectable, designer toys that are fully compatible with KAIJU KAOS in addition to highlighting their own special version of the game called SMACKDOWN.”

“When I decided I wanted to try and break into the designer toy market with original ideas, I sought out the talented Steven Patt (aka oOMoSOo) at Papagrim Toys to be my collaborator and primary sculptor. In early 2012, Steven released his own limited edition minifigures in a series called Nuked! and he has a familiarity with tabletop gaming. Over the past several months we have been working behind-the-scenes in preparation for this launch. On Friday you will see the first fruits of our collaboration when we release:

 

  • Orcco the Everfolk, the Martial Artist Orchid Titan champion
  • Earwig the Insectien, the Scout Specialist Battler Beetle
  • Atticus the Wicked Werewolf, the vicious Saboteur!

 

“Each set of minifigures will contain one of each character sculpt and the initial release will be limited to 40 sets cast in black resin. In addition to sculpting, Steven is handling all the production of the initial release. The sets will be released online this Friday evening at 8pm EST at baileyrecords.storenvy.com for $25.00 a set. Once the limited edition black sets sell, regular production of each figure will resume at Acheson Creations in our standard gray color. More limited edition colors may appear from time to time if demand warrants. More sets will be released quarterly throughout 2013.”

 

About KAIJU KAOS: SMACKDOWN

KAIJU KAOS is a tabletop miniatures game where two or more players pit their hand-painted metal and resin armies against one another. KAIJU KAOS is a strategic skirmish game. It’s not just a matter of lining up models on the table and the person who goes first is the winner. KAIJU KAOS requires cunning and adaptability because at any time an opponent can drastically alter the current situation with an unexpected action or a lucky roll of the dice. A solid strategy and good implementation combined with a little luck will enable the weakest troopers to bring down the mightiest monster. There are various unnamed troopers and specialists to build armies with, but the true heart of KAIJU KAOS is in the characters – whether they’re human, Kaijin, or colossal Kaiju bent on destroying everything in their path.

KAIJU KAOS: SMACKDOWN is a “death match” variation of KAIJU KAOS where players quickly battle using one or more 45mm tall character models on a 2×2 foot tabletop. The object of the game is to be the last model standing by defeating your enemies. Every faction in KAIJU KAOS, along with a healthy dose of Mercenaries, will be represented in SMACKDOWN.

New character models will be released regularly through our webstore at Acheson Creations. Rules, stat sheets, and official game aides can be purchased at www.WargameVault.com.

KAIJU KAOS is a new Intellectual Property of Bailey Records.  All Rights Reserved.  Learn more at www.kaijukaos.com

 

About BAILEY RECORDS
Bailey Records is the home of KAIJU KAOS and a two-time award-nominated record label and composition house of roleplaying and miniatures game soundtracks, comic book soundtracks, independent film scores, and home to several recording artists.  Known for its diverse catalog of licensed titles and music for any genre and setting, Bailey Records has published some of the most successful and popular companion soundtracks in the tabletop game industry including: Aberrant’s REZOLUTION & WARLANDS, Big Finger’s MECHA VS KAIJU, Mongoose Publishing’s CYBERNET, Pulp Monster’s PULP CITY, and White Silver’s THE CHRONICLES OF RAMLAR.  Learn more at www.baileyrecords.com

Jan 092013
 

This is long over due, but I wanted to make sure that I gave this game a proper play test. Mage Wars is a mutation of the board and card game genres that borrows a miniature game feel. That is, it combines elements from card and board games to create a unique play experience. In this article we will focus on mechanics, “deck construction”, combat and more.

 

But before going crazy on the game let’s talk about their history. The crew at Arcane Wonders started developing Mage Wars five years ago. In that time they have run several play tests and visited several convention; experiences that they used to further develop the game.

 

The basic idea behind Mage Wars is that you control a mage in the battle arena. Each mage casts spells to defeat the other in tactical combat of magic. When one mage has lost all their life the game ends. The basic game comes with everything for two mages four mage options.

 

At first Mage Wars is a little bit overwhelming to learn. But the support offered by Arcane Wonders makes the curve an easy burden. They have how to videos and a packaging disclaimer. They are doing a great job keeping in touch with the players, which is a great asset to the game.

 

Where do you start talking about a new game type. I think it would be easiest to start with the board. It is pretty basic. It establishes the arena where you will perform combat. The board also features the mana counters, quick reference chart and a life chart. Further the board is gridded into 12 zones for easy movement and combat. At the start of a game each mage is in an opposing corner diagonally. Since there is no diagonal movement in the game this pretty much safeguards the players from a cheap victory.

 

One of the most unique and fundamental aspects of Mage Wars is the “deck construction”, which isn’t deck construction at all. In Mage Wars there is no drawing. When you sit down to play Mage Wars you start by choosing a mage. The basic game comes with four mages. Once you have selected one you will build your spell book out of the cards you own. I should note that your choice in a mage will affect what spells you can choose. Each mage has schools of magic it can use. While playing you get to select your spells from the spellbook. You start the game with zero spells. During the planning phase each player selects 2 spells. As a big CCG player I find this to be the coolest element. There is no top deck, or bad luck. You are responsible for your choice, which means it is tactics and not luck of the draw. There is still some luck involved in combat, but for precombat mistakes only you are to blame.

 

Each round is broken into two stages, ready and action. In the ready stage you prepare by adding mana, picking spells, and applying upkeep effects. During the action stage mages take turns casting spells, summoning, placing enchantments, and attacking. The exchange of turns is based on initiative that is rolled at the start of the game. Action markers are used to designate what in play cards can and can’t be used.

 

Combat is where the awesome stuff happens. It is a pretty simple system. Mage Wars uses special d6’s for combat.

  • Blanks are misses.
  • Numbers are hits.
  • Exploding numbers are critical hits.
  • Some spells have special effects that only trigger if you roll the correct result. 

Rather than listen to me stumble through combat with words you should watch these videos. They walk you through a few turns of the game.

 

Mage Wars is a unique gaming experience. It sets up an arena where mages collide. You can easily have a lot to command once the game gets rolling. The mechanic that puts Mage Wars over the top is the spellbook. By removing luck of the draw from the game it opens up so many doors to strategy. While it may look like other board games it is not. This is a game that you absolutely must try in order to judge it.

You can learn more about Mage Wars here.

 

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Dec 172012
 

Watch as Matt delves into Dungeon from Wizards of the Coast.

 

Dungeon is not what I was expecting.  I was expecting a game that leaned more towards an RPG feel.  But  after I got over my expectations and played the game for what it is; a board game.  I thoroughly enjoy Dungeon.  The game is simple enough that an eight year old can grasp the concepts While an adult can seek more tactical challenges.

The concept of the game is to gather treasure.  Each player assumes the role of a character; Rogue, Cleric, Fighter, or Wizard.  Each Class has a set amount of treasure they need to gather and then get out of the dungeon.  Combat is pretty simple you roll two dice and compare the roll to the number you need to beat on the monsters card.  The greater the challenge the greater the reward.   The rules suggest appropriate threat levels for  the classes.  To be blunt Rogues are wimps so they fight low level monsters.

All in all the game turned out to be pretty good even though I expected something else.  You can play Dungeon with 4 player  a couple of times in an evening fairly easily.

 

Dec 152012
 
> Where did your staff find inspiration for AE WWII: Euorpean Theatre?
The bulk of our inspiration comes from true events.  A lot of the weird elements of AE-WWII are based on real things that happened during WWII.  Few people know how weird the war really was and it’s with just a little creative license that we can turn these true events into the amazing occult and sci-fi elements you find in the game.  Wonder weapons, occult rituals, secret operations – these all took place in surprising frequency during the war and it’s these events that we twist just a bit to become true ‘Weird War II’.
> How long have you been creating the project?
AE-WWII has been around for about six years.  Rob Kingery and I put out the core rulebook in January of 2007 and we had models and playtest rules out in 2006.  Along with Clint Werner we put together a great game with a rich background that gamers really enjoyed.  I’m very excited to be reviving the line with the second edition.
> What is your favorite experimentation?
If you’re asking what my favorite ‘weird’ element of the game is, I’d have to say the Soviets psychic soldiers.  In our timeline people in the Soviet Union have begun to develop psychic powers that are quickly put into military service through the NKVD.  Psi-Cannons that fry the enemy’s brain, Psi-Commandos that are nearly invisible, Banshees that emit a psychic scream and the half-man, half-chimp Chumans are a lot of fun to use and very tactically diverse.  I’ve got a soft spot for my communists.
> What has your largest hurdle been?
Our biggest hurdle with AE-WWII has always been getting more people to hear about the game.  Getting exposure as a small game company with an ‘indie’ miniature game is always tricky.  Without a big budget for marketing, we rely on word of mouth and the support of our fans.  This is one of the many reasons we chose to use Kickstarter for the second edition: it helps us fund the project as well as let everyone know the game is out there.
> With the kick starter funded what do you believe is your biggest challenge?
After meeting the goals of the Kickstarter, our biggest challenge is taking that success and getting the game out into retail stores.  We’re working with distributors to begin a new push for AE-WWII and it’s our hope that a new edition coupled with the success of the Kickstarter campaign will help bring new attention to the game.
> What is the story background?
Wow, that’s a big question.  Clint Werner has put so much work into the alternate history of the game, there’s a lot there.  But the biggest changes revolve around the failure of the invasion of Normandy and the war dragging on into 1947.  All sides turn to wonder-weapons to win the war and, coupled with occult horrors brought to bear by the Axis and the Allies, the war becomes very strange indeed.  Each nation has sci-fi elements as well as the many occult branches of the various military organizations across the world.  The setting is one of my favorite components of the game and there’s really far too much to go into here, but I encourage any fan of history or weird history or just general weirdness to look into the alternate history Clint has created.
> Many of your models show a tremendous amount of detail, how much historic research went into their design?
Quite a bit.  For all our ‘normal’ models we try very hard to stay true to the uniforms, weapons and appearance of the soldiers of WWII.  We obviously can’t get every detail right – especially with the weird elements mixed in – but we do our best to have our models reflect the fighting men of the war.
> Will you have quickstart rules?
Absolutely.  For the first edition of the games, our QSR was available online as a free download and included in the starter packs.  We will continue that tradition and include the QSR in starter and detachment packs as well as being available as an online download.
> What are the basic mechanics of the game?
It’s a simple d6 mechanic.  Players roll 1d6 and either compare the results to an attribute or add an attribute to the total.
One of the most unique elements of the game is our morale, or Drive, mechanic.  Units have a Drive value that slowly decreases as their detachment suffers casualties.  When a unit’s Drive reaches zero, they rout.  This causes additional Drive penalties in friendly units and creates a cascade effect whereby the entire detachment will run off the battlefield.  These penalties are mitigated by models with the Command ability – officers and sergeants – who will spend action points to boost falling Drive scores.  No rolling involved, just a struggle to constantly keep your men from fleeing the action.  I’m quite proud of this mechanic and I have yet to see another game that uses anything like it.
> How many models will a basic game need?
The game is skirmish-scale, so each player will field a detachment with an average of 10 models.  We’ve seen lists with as few as 3 models and a vehicle or lists with as many as 20 models for a Soviet ‘horde’ detachment.
> What is the average game length supposed to be?
The game plays quite easily in an hour.  Depending on the scenario, some games can be much faster or a bit longer.  But the average play time in around an hour.
> What about the table; what size is the game designed for?
We recommend a 4′ x 4′ table.
> How much terrain does the game use?
Terrain is vital in this game.  We’ve captured the essence of WWII where a soldier in the open is going to get killed.  Players that don’t take advantage of cover will find themselves fighting an uphill battle.  That’s why we recommend a good amount of terrain – a few pieces for every 1′ x 1′ table section.
> Now that the kickstarter is funded are you looking to an expansion yet?   Will we see vehicles?
The core rules have always had vehicles in them and they will be included in the second edition.  The focus will remain on light and medium vehicles; jeeps, halftracks and light armored cars.  We will not be including rules for tanks in this book.
As for expansions, we already have a few things in the pipe.  Due to space/budget we are unable to include a full British Army list in this book, which is something we really regret.  Rest assured that they are first on the list for expansions and we’ll be looking to ’round-out’ Europe before moving on to the Pacific Theater.
Let me know if you have any other questions or any comments.  Thanks Matt!
If you have more questions you can check out the kickstarter on the right hand side of the screen or check them out at Black Ball Games.
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Dec 132012
 

From Paizo Publishing.

SUPERSTAR LINE-UP CONFIRMED FOR SUPERDUNGEON

Paizo Announces the Twelve Initial Authors and Designers Slated to Create the Emerald Spire Superdungeon for the Pathfinder Roleplaying Game

 

Kickstarter Reward Could Become the Largest Official Pathfinder Dungeon

 

REDMOND, WA (December 12, 2012): Paizo Publishing, LLC is thrilled to announce today the stellar line-up of the first 12 authors and designers who have been tapped to create their own unique dungeon level for the Emerald Spire Superdungeon.

 

Emerald Spire Superdungeon Co-Designers

Rich Baker (author of the Birthright campaign setting for D&D)

Wolfgang Baur (CEO of Open Design, and legendary TSR designer)

F. Wesley Schneider (Paizo Editor-In-Chief and creator of Ustalav)

James Sutter (Paizo Fiction Editor and creator of Kaer Maga)

Lisa Stevens (CEO of Paizo, and co-founder of White Wolf and Wizards of the Coast)

Keith Baker (Creator of the Eberron campaign setting for D&D)

Ed Greenwood (Creator of the Forgotten Realms campaign setting for D&D)

Erik Mona (Publisher and co-creator of the Pathfinder Campaign Setting)

Mark Rein-Hagen (Co-founder of White Wolf Publishing, author of Ars Magica, Vampire: The Masquerade, Werewolf: The Apocalypse, Wraith: The Oblivion, and Changeling: The Dreaming)

Jason Bulmahn (Lead designer of the Pathfinder RPG and co-creator of the Pathfinder Campaign Setting)

Frank Mentzer (Founder of the RPGA, co-author of The Temple of Elemental Evil, author of D&D boxed sets)

James Jacobs (Creative Director and creator of the Pathfinder Adventure Path and Varisia)

 

“These folks have been my heroes, my co-workers, and my friends in the industry.  They have created the products that have defined my 25 years in this industry and I am extremely proud to have them working with me to create the most amazing Superdungeon ever!” beams Paizo CEO Lisa Stevens. “The very cool thing is how big this dungeon can grow if enough people back this Kickstarter. How low do you want it to go? Back this Kickstarter, and we will find out!”

 

The Emerald Spire Superdungeon includes 32 pages of source material detailing the area around Fort Inevitable, one of the starter towns in the Pathfinder Online game.  It will include at least 12, 8-page dungeon levels, designed by Pathfinder superstars, and an exclusive cover for Kickstarter backers by Pathfinder artist Wayne Reynolds. Additional dungeon levels will continue to be added to the book with each $100K raised over the goal. The Emerald Spire Dungeons Flip-Mat Multi-Pack, a set of Pathfinder Flip-Mats presenting each dungeon level in tabletop miniatures scale, will come with the Superdungeon.

 

The Emerald Spire Superdungeon is currently only available through the Pathfinder Online Kickstarter rewards. When the Kickstarter reaches its $1 million funding goal, the Emerald Spire Superdungeon will encompass 12 dungeon levels in 128 pages, accompanied by 6 double-sided Flip-Mats in the Emerald Spire Dungeons Flip-Mat Multi-Pack. They will be available in PDF format as part of the rewards at and above the $75 “Loremaster” backer level, and in print format as part of the new RPG Print Pack add-on ($100.00). A PDF of Emerald Spire can also be had at the $15 pledge level.

 

Pathfinder Online is a hybrid sandbox/theme park-style MMO where characters explore, develop, find adventure and dominate a wilderness frontier in a land of sword and sorcery. The Pathfinder Online Kickstarter Campaign is in progress and concludes at 2:00 GMT on January 14, 2013. Please visit http://www.kickstarter.com/projects/1675907842/pathfinder-online-a-fantasy-sandbox-mmo and Goblinworks.com for more information.

 

The Pathfinder Roleplaying Game builds on more than 10 years of system development and the largest open playtest in the history of tabletop gaming to create an unparalleled fantasy roleplaying experience. Players need only the Pathfinder RPG Core Rulebook to play, but Paizo Publishing produces a wide range of books and accessories to enhance your Pathfinder experience, from hardcover rules compendiums to complete campaigns to packets of beautiful full-color maps. For more information, please visit paizo.com.

 

About Goblinworks

Goblinworks is the developer and publisher of Pathfinder Online, a next-generation fantasy sandbox MMO. The company is located in the Seattle suburb of Redmond. It was founded in 2011 by a dedicated group of creative professionals with backgrounds in tabletop hobby gaming and online videogame development. Goblinworks is dedicated to creating a fun, immersive online gaming experience for the fantasy roleplaying enthusiast. Its goal is to deliver the best sword & sorcery massively multiplayer game on the market by starting with a carefully designed core of features and iterating on the content continuously after launch, with the input and feedback of the player community.

 

About Paizo Publishing

Paizo Publishing®, LLC is a leading publisher of fantasy roleplaying games, accessories, board games, and novels. Paizo’s Pathfinder® Roleplaying Game, the result of the largest open playtest in the history of tabletop gaming, is currently the best-selling tabletop roleplaying game in hobby stores. Pathfinder Adventure Path is the most popular and best-selling monthly product in the tabletop RPG industry. Paizo.com is the leading online hobby retail store, offering tens of thousands of products from a variety of publishers to customers all over the world. In the ten years since its founding, Paizo Publishing has received more than 50 major awards and has grown to become one of the most influential companies in the hobby games industry.

 

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