New From Studio 2 Publishing

 Studio 2 Publishing  Comments Off on New From Studio 2 Publishing
Apr 232015
 

gladiatorSavage Worlds: Gladiators of the Dominions

$24.99

The sun-scorched arenas of the Dread Sea Dominions await you in this book!

 

In these pages you’ll fight ancient monstrosities from the pits of Tricarnia to entertain the bored Priest Princes, you’ll risk your life against beasts in the Imperial Arena of Faberterra for the enjoyment of the crowd, or you’ll match your skills against the pit fighters of Syranthia, the best in the world.  You are a gladiator: men shout your name, women faint at the sight of you.  But when you enter the pit, under the merciless sun, you are alone against your opponent. Today, will it end with your blood or his dripping on the sand?  So what are you waiting for: grab your gladiator helm, your shield and sword, and go bare-chested to spill your blood for glory and money!

 

The Season of Blood: In this appendix you’ll find all the rules you need to run a GM-less league of gladiator fights in the arena. Hire your pit fighters, buy assets and resources, and lead your team to victory!

 

This isn’t a stand alone product, you need Beasts & Barbarians Golden Edition and the core Savage Worlds rules to play it.

The Worldwound

 Paizo Publishing, Pathfinder  Comments Off on The Worldwound
Jun 282013
 

The Worldwound$19.99 SRP

 

A century ago, the nation of Sarkoris was murdered. Today, the fallen nation is a horrific, post-apocalyptic nightmare cloven by a vast canyon that connects Golarion to the demon-haunted reaches of the Abyss. This rift is known as the Worldwound, and through it the demonic hordes pour forth, set on defiling the world of mortals and claiming it for their own. Though the demons have so far been held back at the borders by barbarians and crusaders alike, the region that was once Sarkoris remains a fiendish beachhead on the mortal realm. Worse, the Worldwound itself is slowly growing-and if something isn’t done to halt this blight, the demons it spawns might one day swallow all of Golarion!

 

Inside this book, you’ll find:

 

-Ruined cities, such as the shattered capital city of Iz, the frozen city of Dyinglight, and the river city of Undarin.

-An exhaustive examination of the strange and otherworldly hazards of this demon-ruled region.

-Key historical sites such as the Circle of the Hierophants, the Shroud of Unicorns, and Threshold, the fortress where the Abyssal portal first opened.

-Adventure sites ready for exploration, as well as locations like the holdout town of Gundrun, a safe harbor in a deadly land.

-More than a dozen new monsters, including several new demons and two new monster templates, ensuring PCs will never lack for foes in this devastated realm!

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CONQUEST OF KUMANJARO for Mage Wars releases June 12th

 Arcane Wonders  Comments Off on CONQUEST OF KUMANJARO for Mage Wars releases June 12th
May 072013
 

“Far to the South across the Veridian Sea, lies Kumanjaro, a sprawling continent of wide savannahs, dense jungles, and untold riches. It has remained untouched by the cultured nations of the North, until now…”

Kumanj

Arcane Wonders® is proud to announce CONQUEST OF KUMANJARO, our new Spell Tome Expansion including Alternate Mages!

 

kimanjo

 

Far to the south, the Johktari tribes of Kumanjaro have thrived for hundreds of years. Now the peace of a century has turned to conflict as the forces of Westlock carve out their own territories for the good of the crown and the glory of Asyra. Players can wage their own matches as a Priest of the Order of Malakai, or as a Beastmaster of the Johktari, using new ability cards for each, and a trove of new spells from all the spell schools. Join the fantasy phenomenon that pits mage against mage. The conquest begins with you!

The Johktari Beastmaster is a fierce and proud hunter, defending her people’s lands against invaders. She is a skilled archer and has the Ranged +1 trait for all of her non-spell ranged attacks. She can also sprint quickly across the vast savannahs, running swift as a Cheetah using her Sprinting ability which gives this Mage the Fast trait. If these Abilities weren’t deadly enough, the Johktari Beastmaster can use her Wounded Prey ability to mark and relentlessly pursue wounded prey, working with her animals to finish it off.

The Priest of Malakai is a crusader against non-believers. He seeks justice and relentlessly pursues enemies with Holy retribution. The Priest is blessed with the burning light of Malakai, and his basic melee attack deals light damage. In addition, once per round, if the Priest attacks and damages an enemy creature with any attack which deals light damage, the creature may burst into flame via Malakai’s Fire. To round out the divine might of this Mage is his Holy Avenger ability. When a friendly non-Legendary Holy creature comes into play, you may make it your Holy Avenger. The Holy Avenger is blessed with divine strength and it gains +5 Life.

angel

A few of the creatures in this expansion, such as the Guardian Angel, are ready to defend their Mage at any cost and thus introduce the Intercept ability which allows them to jump in the way of ranged attacks if they are on guard.

Kumanjaro is home to the Legendary Makunda, bold, fierce, and true king of the land.

The set also introduces three (3) new conditions: Bleed, Stuck, and Tainted.

Whether your Mage must treat a potentially fatal open wound, escape the web of the Giant Wolf Spider, or deal with a wound that just won’t heal… You and your opponents are guaranteed a thrilling battle with many tense moments and exciting surprises in the Arena!

Based upon customer feedback, we have included some new tokens for bookkeeping: Armor +1, Melee +1, and Ranged +1. These vivid tokens will ensure that you and your opponent know the current state of affairs on the board.

 

The EXPANSION INCLUDES:

• 2 Alternate Mages: Priest and Beastmaster

• 2 Mage Cards + 2 Mage Ability Cards

• 106 new Spell Cards

• 22 Punch Markers (with new conditions!)

 

The Conquest of Kumanjaro Spell Tome expansion will be available in the USA on June 12th at the 2013 Origins Game Fair in Columbus, OH. MSRP $29.99

 

For more information go to www.magewars.com!

 

Thanks so much for your support of Mage Wars®!

 

 

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Box Breaking 58 Mage Wars Forcemaster VS Warlord

 Arcane Wonders, Box Breaking, Featured, Mage Wars  Comments Off on Box Breaking 58 Mage Wars Forcemaster VS Warlord
Mar 172013
 

Watch as Matt explores the new box set from Arcane Wonders for Mage Wars.

This expansion for Mage Wars pits a 2 mages against each other. One is a master of Telekinesis and mind magic. While the other is a great commander of summoned soldiers.

 

 

You can learn more about the Expansion at Arcane Wonders

If you are new to Mage Wars check out the two player game.

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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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