Sunday, June 14, 2020

What Did Ancient Egypt Look Like? (Cinematic Animation)



This was captured from Origins. A big thanks to Ubisoft for creating such a tremendous video game.

In this cinematic animation video, we explore some of the major Landmarks, architecture, art buildings and landscapes of ancient Egypt! We also take a look at daily life and what the people of Ancient Egypt got up to.




Thursday, April 16, 2020

Heroic Maps - Geomorphs: Desert Temple Entrances


Desert Temple: Entrances



A printable geomorphic dungeon floorplan compatible with any RPG/Dungeon-Crawl game. Use as a standalone gameboard, or combine with any same-scale tileset.

Contents: Five 10x10 battlemaps depicting doors and entrances to Ancient Egyptian-style temples. Each tile features an outdoor area (which matches with Desert Wilderness) and the interior of an Ancient temple or tomb. The set is designed to work alongside the other maps in the Desert Temple range to create huge Egyptian encounter maps. 

Uses: Explore the lost ruins of Egypt, bring an artefact to the Priests in the temple, escape the tomb of the Pharaoh with the Mummy's treasure, unlock puzzles and ancient secrets, dare to awaken the Grand Hierophant, discover if there really is a 'Curse of the Mummy', seek a blessing of the spirits still haunting the temple complex, use the pools of water in a summoning ceremony, visit the long forgotten Palace of the Pharaoh, walking past the statues of ancient Kings.

Also included is a set of 300dpi full size jpgs, for poster printing or VTT (Full jpegs feature gridded and non-gridded outdoor-area versions)

About Heroic Maps
Our game boards were originally designed to be used with Heroquest.  That's why you'll notice we don't mark the doors or add furniture - you can put these wherever you want them, using you favourite system (paper or 3D).  This will mean the board can be different every time you use it. You can download our free door pack here:
Heroic Maps boards are flexible enough to be used with many game systems.

Mix and Match with other Heroic Maps!

 

 

Egyptian art preview - Conquest of the Gods






The artwork is done by the talented Daniel Mitchell and shows off not only some of the historical units that are going to be in the game but of course some of the mythological figures too. That Ureaus looks amazing. A fire breathing Cobra, how can it get better than that?



Tuesday, April 14, 2020

Necrotect


Necrotect is a Tomb Kings melee infantry unit in Total War: Warhammer II: Rise of the Tomb Kings. All the Necrotects see now is purity besmirched. With a whipcrack they strive once more for perfection.

Necrotects were the artisans of ancient Nehekhara - not common labourers, but architects of extraordinary skills whose ambitions far outpaced what could be achieved in a mortal lifespan. In death, Necrotects have lost none of their frenetic drive. They are filled with a compulsive need to pull down the inferior, vulgar cities of their enemies and supplant them with vast monuments of their own design. In life, Necrotects were stern taskmasters who oversaw tens of thousands of Nehekharans as they toiled under the blazing sun. Under their gaze, an army of masons carved huge slabs of rock out of cliff faces before vast columns of slaves dragged the stones across the desert and hauled them into position. All Necrotects were foul tempered, and they would dispense summary punishment at the slightest provocation, hating anything and anyone that threatened their art. In death, much of their work lies broken or damaged by the greed of tomb robbers and invading armies. Necrotects have been driven to a blinding rage by the wanton desecration of their beloved masterpieces, and they have sworn to have revenge. In battle, Necrotects lead the Tomb King's regiments like the work gangs of old. They exude the same aura of hatred they possessed in life, and their mere presence instils a magical state of fury in the Undead warriors of Nehekhara.

Constructs generally are what will win the Tomb Kings battles. The Necrotects provides bonuses exclusively to constructs. Simply put, Necrotects will make constructs more defensive, giving them heals, missile resistance, and armour. The unit itself is also a decent melee combatant with a bonus vs. infantry. For this reason, they are useful for buoying the Tomb Kings front line and maintaining their constucts. Overall, a solid support hero.

Friday, March 20, 2020

ANKH: Gods Of Egypt


Ever since it was announced last GenCon, fans have been eagerly awaiting the next installment in the legendary saga that began with Blood Rage and continued with Rising Sun. The same creative team, including game design by Eric Lang, art by Adrian Smith, and sculpts by Mike McVey, are proud to bring you ANKH: Gods of Egypt, coming soon to Kickstarter! The gods that rule over Egypt can no longer share the devotion of the people. One by one, the gods must fall into oblivion, until only one will remain. Spread your forces across the land, build monuments to establish your dominion, reshape the land to your advantage, gain followers to increase your powers and get the support of powerful guardians. As the sands soak the blood in conflicts decided by both strength and cunning, each god will use their unique power to climb to the top of the devotion ladder. Will you be the one to achieve life eternal?


The storyline of the game, the reason for such conflict – beyond sibling rivalry – is the transition undertaken in ancient Egypt from polytheism to monotheism.

“The people are losing faith in the gods,” says Lang, “One by one the gods are actually dropping off as they lose the devotion of their followers. And you want to be the last god standing. I should say one or more because in this game, unlike any other mythology, two gods can actually merge together during the course of the game become one god – like Amun-Ra or Bastet.”

This mechanic is one where an event in the game forces the player lagging behind the other gods in devotion to join with another god. This melding of the gods fits with the way that the Egyptians, over time, joined together gods like Amun and Ra to form Amun-Ra as a kind of father-of-all life god amongst the gods. Interestingly this nods towards the mutability of the beings we control in Ankh: Gods of Egypt – while they are all powerful, they are at the whims of man, collectively.

“Gods are rated in devotion, which is the stat that allows you to stay in the game. It’s sort of analogous to victory points except it’s not really a VP track. Your status goes up and down as you gain or lose devotion,” says Lang, “It’s the only ‘track’ in the game. You start in the bottom third, and you are trying to gain the devotion of followers by conquering regions or worshiping at monuments or erecting cool things for them.”

“And you lose monuments by losing battles or by causing plagues and all that bad stuff. So, it has upward and downward mobility. As the game goes on, near the end of the game, players that are stuck in too low devotion will actually be eliminated, although, not for very long.”

Gameplay wise this newly joined god still plays as two separate entities. They take separate turns, take their own actions and command their own warriors on the board. The conjoined god is judged on the devotion of the least worshiped of the two players.

“So even though they get double the actions and double the power, they actually have to take care of the worst performing one of the two,” explains Lang. This acts as a kind of swing moment, rebalancing in the game. The additional actions, and the focus of having two players working together suggests these events aren’t defeats, just marks for getting revenge. “It’s a dynamic that I really liked. I haven’t seen it before in a game like this. I wanted to make a game that earned its own place on the shelf.”

Out of the box players will be able to become the powerful gods of ancient Egypt in the forms of Anubis, Osiris, Isis, Ra and Amun. The game promises to be highly asymmetrical, with each god feeling distinctly different from the others on the board. We asked Lang for a couple of ways which these gods interact with the board and one another.

“Amun is the keeper of the underworld,” explains Lang, “Normally, just like in Blood Rage and Rising Sun, if any of your figures die for any reason, they just go back to your pool and you can re-summon them again. In the case of Amun, when he’s in play, if any figures die, he can actually take that figure and take them into the underworld. And he gains strength for every figure that’s in the underworld. If anybody wants to take their figure back from him, they have to give Amun a follower, which is the main ‘currency’ of the game.”

As much of the game is about courting followers and devotion, it’s also about tripping up your fellow gods. It is easy to see how these interactions work against other players. Some powers are a vicious tax like those granted by Amun, whereas others are more insidious – less obviously evil until an action is taken.

“Isis is a protector. Her pieces are able to share spaces with other warriors unlike anybody else. If any of her figures are killed, instead, those sharing the space with their figures are killed. She’s really good at protecting her own people and making other people their shields.”

This kind of cut-throat play style will go down well with those looking for high intensity action on the board. Everything you do in Ankh: Gods of Egypt has a very real feeling heft to it. But the powers of the gods don’t just end with their effects on the warriors and followers around them. The very earth can be changed in huge and sweeping ways. The board itself, originally set out with three regions separated by the Nile (Upper Egypt, Lower Egypt and the Delta) can be altered dramatically. The board state can be quickly reformed by any individual player with a single action – including dividing regions up, so while on your turn a monument was in your region, that can quickly be flipped on its head by another player.

“As you progress down the timeline of events players get to place these camels on the game to form caravans, which split regions into two. This creates a new region on the board and players are incentivized to do that to their advantage,” says Lang. With this we can see something of the central ‘desperate but powerful’ theme coming through. While you as a god are claiming the devotion of others, the areas you can make those claims from are splitting. As the gods meld together, the world fractures. This leads to even more emergent narrative, as well as variety between games.

“So the map is going to look different every time you play the game because it gets divided in different ways based on the needs of a player at any given time,” says Lang “every time you play it’s just going to look like you’ve, you’ve redrawn the map in different ways.”

These huge power plays are part of the core flow of the game. A series of actions are taken by the players until one of the thresholds has been hit. This triggers the timeline to move on another notch, moving event to event. This tells you what happens in the game, whether that’s building pyramids, dividing regions, triggering conflict for monuments, and so on.

“And when an event hits, whichever player triggered the event is going to control how to split that region. So ultimately there’s a lot of timing in the game,” says Lang. Players are always building towards the next event, the next threshold being reached. While there is a conflict for a monument coming up, there may be also a regional shift coming up after, meaning players will want to work the board to their long-term strategic advantage.

“In reality, of course, you cannot possibly win everything,” says Lang, “so you literally have to pick your battles.”



Wednesday, January 8, 2020

Kemet Board Game Review





Part of acclimatising to the board game culture is experiencing some of 'those' moments. You probably know what I am talking about, buying enough plastic baggies to bring you to the attention of the local police, trying to sneak cardboard boxes of various sizes into your house without your significant other noticing (I'll take the recycling out again this week love!), and so on.

Kemet represents two of those moments for me. The acquiring of a long sought after game and the discovery that said game has been used as a football by your lovely local delivery person. After suitable compensation, Kemet now proudly sits at the top of my favourite games list - bearing scars worthy of the battles it seeks to emulate.

Kemet take my eyes off of you...

Kemet is part of the loose 'Matagot trilogy' including the well respected Cyclades and 2016's darling Inis. Set in mythical Egypt, Kemet tasks you with earning victory points through aggressive expansion and control of various points on the large double-sided playing board.

Two to five players will duke it out with small plastic miniatures that are individually sculpted for each army. To bolster your troops there are a number of mythical creatures, from the giant scorpion that almost guarantees victory in an otherwise even fight, to the wily serpent that neutralises the powers of opposing creatures.

To gain possession of a creature or anyone of a number of other useful abilities players must buy power tiles. These come in three colours which can be broadly categorised in terms of their effects; Red power tiles are generally attack minded, blue defensive, and white currency generating.

Along with their army players will take one large three sided dice of each of those colours representing pyramids in their home city, over the course of the game they will upgrade these pyramids to allow them to purchase better power tiles. Rounding out the components are player boards and tokens to choose your actions each turn and record your prayer points (the currency in the game), battle cards for each player, and divine intervention cards, which are one time powers that each player gets each round.


Playing the Game

Despite these components, particularly the almost overwhelming number of power tiles, Kemet is a relatively simple affair. Player boards show a pyramid with an increasing amount of actions shown on each of the three levels. Players will choose one action each turn for five turns, and by the end of the round they must use at least one action from each of the levels, and are not allowed to use the same box twice. This is tracked by action tokens, and a further token tracks your prayer points across the top of the player board. Of course the power tiles and divine intervention cards mess with these basic actions, allowing you to permanently improve them or giving you a one off boost.

There are too many rules and mechanics to go into fully, so I'll just highlight some of the best. The first is the victory point (VP) conditions. To win the game you have to have eight VP at the end of a round. Seems low right? However VP are separated into types - permanent and temporary. Permanent victory points initially seem more desirable and are achieved through power tiles, controlling two temples at the end of the round, sacrificing troops at the Sanctuary of the Gods and, deliciously, winning a battle as the aggressor. This last point means that attacking is actively encouraged, as is avoiding making your troops look like easy pickings.

Temporary victory points however are earned by taking over one of a number of temples on the board. As soon as ownership is changed the VP changes hands, or goes back on the board. This is hugely powerful should you be able to time your aggressive play correctly. In one game I careful set myself up to take control of three temples towards the end of the round.

I moved in and secured all three obtaining the three temporary VP plus the permanent VP for the ensuing battles and owning at least two temples at the end of the round catapulting me to a surprise (to my foes at least) victory.

Although satisfying this is usually a rare occurrence!!!

The second thing is the battle system itself. Each player has six identical cards. Each battle they will choose two, one to discard and one to play face down. The card will have up to three stats - strength, damage and defence. The battle is won by the person with the most strength - number on battle card plus number of troops plus any relevant power tiles, if that person was the attacker they gain a permanent VP.

Damage and defence are resolved next, your damage is played off against the opponent's defence and they lose that many troops off the board - and vice versa. This means you can, and probably will, win the battle but lose your board presence. Is it worth it for that solitary victory point?

Battles are further nuanced by the use of divine intervention cards, which can be hidden under the battle card and add to any of your battle stats. A cheeky surprise for that smug giant scorpion welding clown who picked a fight with you! When all six battle cards have been played (after three battles for the mathematicians among you) you simply turn over your discard pile and start again. Therefore there is a level of information available to you. To start with you all have the same cards, so if you know that player A has already played her high attack cards, then you know they might be a good person to attack.

Lastly the board itself is a work of genius, set up so you are always an equal distance from everyone else. Choosing who to mess with is a true choice that takes into account a number of factors, not just the person who annoyed you most or who it is funny to wind up.

Final Thoughts

Kemet is a master piece, but as with all master pieces beauty is in the eye of the beholder. The Mona Lisa is a fantastic work of art but it is not to my personal taste! And while Kemet is a simple engine, there is a veneer that gives a complex impression.

In early games you will spend a lot of time handing the leaflet that explains all the power tiles and divine intervention cards around and waiting while someone chooses which one of these largely useful powers they want.

In these situations an experienced player can win quite quickly which may leave a bad taste with new players, as they barely had time to buy any powers let alone the top level ones.

Yet this variable game length is also somehow part of the draw of Kemet. The fact that you always feel near to victory, that you just need a couple of clever moves away from the VP you need, but then so is everyone else...

Kemet encourages you to take risks, to spread out towards those temples, but not in a way that offers easy VP, almost every game I have played has been really close, where a number of people could have won and this keeps the game in your mind as you wonder about what you could have done different, and look forward to the inevitable rematch.

While newcomers to the hobby may be overwhelmed by the options available, the essence of the game is approachable and rewarding. The rule book is well laid out and easy to read, and the included smaller power guide a welcome addition.

All in all Kemet is a great package, easy enough to get into, and deep enough to last. With one expansion already out and another on the way, there is plenty here to keep your interest and if you like aggressive but clever area control you might just have found another board game 'moment'.