Blood - par Ludus Magnus Studio - livraison en déc. 2025

Je ne sais plus ou je les avais vu, mais, de mémoire, ils ne sont pas très grands.
Et à choisir, je préfère ceux de BRW.

À ta place je prendrais plutôt le playmat… :grin:

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little-devil-smile

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Il est pourtant trop neutre

Ou il a été modifié ?
Et les bols sont petits :stuck_out_tongue:

Faut prendre le shade et les tiles holder :sweat_smile:

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De mémoire, c’était un work in progress.

Ah non !! Pitié !!

IMG_2972

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Mais si y’a pas eu plus d’info dessus, autant dire que ce sera plus ou moins ça au final, et il donne pas envie :sweat_smile:

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Oui, bon après on parle de LMS hein. Niveau com’ ce ne sont pas les meilleures. Il faut être croyant avec eux :joy:.

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Si tu veux des bols il y en a des bien à IKEA xD

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Ouais mais là c’était des blood bowls. C’est super différent :wink:

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Joli !!!

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Nouvel update avec pas mal de lecture :sweat_smile:.

Customization & Strategy:

Mise à jour #41|100%xauto

A Trouper to manage, endless possibilities to explore!

Hello, Guys and Gals!

In this summer update, as promised, we’ll continue digging deeper into one of the hottest topics and one that you’ve asked us a lot of questions about. Now that the game’s development is well underway, we can start talking about the Heroes, their development, and the asymmetries between them!

In the dark and brutal world of Blood, every tactical choice matters. But what makes the experience unique is the freedom to customize your gameplay style. Every Trouper starts with a specific identity, but can be developed, altered, and even completely transformed through equipment and the use of Advanced Tactical Cards. In this update, we’ll show you two clear and very different examples: Radu the Scarecrow and Nicolae the Illusionist.

Radu, the Scarecrow

Radu is a fast and tactical Trouper, designed to move with agility and dominate the battlefield through the clever use of Whisper Tokens, traps that he scatters across the map. His Starting Tactic Cards allow him to move quickly and place these tokens strategically, creating an invisible network ready to activate against anyone who dares to approach.

Radu’s six Item Cards make him even more flexible, as players can choose three to take with them into battle. Each combination defines a different tactical approach:

By equipping the Stuffed Arm, Radu can increase the effectiveness of his Whispers, transforming the area around him into a literal minefield.

With the Puppet Boots or Wooden Mask, Radu enhances his mobility, becoming hard to chase and even more unpredictable.

If you prefer a more offensive approach, you can opt for the Hollow Pumpkin, which allows you to trigger mental attacks through his Whispers, or the Quarter Moon, which makes him effective in direct physical attacks.

You can also combine Hollow Pumpkin and Quarter Moon to make a super aggressive and deadly build, but you’ll lose some speed and tactical flexibility.

All these initial choices can be reinforced and developed through Advanced Tactics Cards, which can be selected during the game. You can enhance Radu’s offensive nature with cards that increase the damage caused by Whispers or extend their range. Alternatively, you can replace part of his starting kit with cards that use Whispers more tactically: as area control tools or even as healing sources for himself or his allies.

But that’s not all. An ambitious player can decide to completely change Radu’s initial strategy by choosing advanced cards and Nemesis Equipment or Location Equipment that alter his abilities. In this way, Radu can become a melee fighter who uses Whispers only as support, or a mind-controlling mage capable of casting powerful spells.

Nicolae, the Trickster

Nicolae is a Trouper with a completely different style. He moves in the background and bases his contribution on support and long-range control, but this doesn’t make him any less lethal. He has a few supernatural attacks that are costly but extraordinarily powerful, to be used at crucial moments in the game. One of his distinctive abilities is to generate Reinforcement Effects, latent effects that remain in play and can be activated by his teammates when they need them most, making him a vital ally for any team.

Like Radu, Nicolae also has six Item Cards to choose from, from which he must select three that will define his initial build:

To maximize survival, you can rely on the Floating Robe, which allows you to easily escape enemy contact, or the Bag of Tricks, which guarantees a continuous flow of Tactical Cards in your hands.

If you prefer a more aggressive approach, combining the Illusionist’s Staff with the Amulet of Fate transforms him into a powerful ranged mind attacker.

If, on the other hand, you want to enhance his supporting role, the Lucky Charms allow him to provide rerolls to his companions, while the Ring of Visions increases the range of his healing effects.

During the game, Advanced Tactics Cards allow you to develop Nicolae in many different directions. You can focus on a more sustained offensive approach, replacing some support cards with low-cost ranged attacks to complement the more powerful ones already in his arsenal. Alternatively, you can specialize Nicolae in strategic group management, enhancing his support abilities or the versatility of his Reinforcement Effects.

Finally, nothing is stopping you from creating a completely atypical Nicolae: a character hidden in the shadows, capable of granting devastating effects to his allies without ever exposing himself directly, or a front-line mental fighter capable of surprising even the most experienced opponents.

Build your ideal Trouper!

As these two examples show, each Trouper starts with a specific tactical identity, but it’s the player who defines their true nature. Blood’s progression system has been designed to offer maximum freedom of customization, drawing heavily on the video game inspirations that guided the project’s development, titles such as Dark Souls, Blasphemous, Rogue Legacy, and Hades.

The idea behind it is simple: give players clear and functional tools to create personal strategies, unexpected combos, and extreme variations that can surprise even us, the game’s creators. Whether you want to take an initial concept to the max or completely flip it on its head with advanced Items and Tactical Cards, in Blood, you’re always free to do so.

What do you think? As we’ve said many times before, this aspect is probably the one we’ve focused on the most in recent months, and as difficult as it is to convey the gameplay in a written update, we hope you like what you’ve read and feel reassured about the care we’re putting into making Blood the ultimate boss battler game!

As always, leave us your feedback. That’s all for today. See you in August for a new update!

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Ça donne toujours autant envi d’y jouer. Cette promesse de personnalisation de nos personnages est intéressante. Hâte d’en savoir plus.

Malheureusement, un update qui ne dit rien du tout sur ou ils en sont concrètement :unamused_face:.

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Update du mois d’août :

Let’s start talking about the Bosses!

Hello, guys and gals!

Welcome back to Transylvania, also on this hot summer day! As we all know, vampires don’t like the sun very much and rarely go on vacation, so here we are to update you on Blood.

Today, we want to talk about a big upgrade that has been developed over the last few months, but first, we would like to inform you that the final version of the core game rulebook has entered the last stage of revision. As soon as this phase is complete, we will move on to the English translation and share it with the community. It has been a very demanding job, but we are very happy with the final result and can’t wait to share it with you!

But in the meantime, let’s not waste any time and move on to today’s update!

The New Blood Nemesis Cards

Among the various improvements we have been making on the game over the past few months, today we can show you what has changed with regard to Nemeses and their components.

The Nemesis is the beating heart of every game of Blood: the Boss that players must face by combining strategies and sacrifices. With the new version of the Nemesis Cards, the experience becomes even clearer, more immediate, and more engaging.

The new enlarged format of the Nemesis Cards allows you to conveniently gather all the necessary information, using the back of the card for the first time, and (not to be underestimated) significantly reducing the space taken up on the table.

During the Day, in which Players prepare their Heroes before the battle, the Nemesis Card is used on its back. This side guides players through this phase, listing the steps of the Special Setup required to include the Nemesis you are about to face.

The front of the Nemesis card, on the other hand, comes into play during the Night, that is, the actual battle, and lists the Effects put into play by the Nemesis, its Weaknesses, and the new Wound Tracks.

Each Nemesis now has three tracks, one for each of its sides. As you will remember, each side corresponds to a specific part of the boss that the Heroes can attack, and the new tracks allow you to easily keep tabs on the damage suffered by a particular part of the boss by filling the slots with acrylic cubes.

A significant new feature is the direct inclusion of Weaknesses printed on the cards: this simplifies setup and speeds up the start of the game.

Weaknesses are essentially the boss’s vulnerabilities, giving players mini-goals to achieve. Once a Weakness goal is achieved, players will either weaken the Nemesis or acquire a Nemesis Trophy Token. These tokens can be spent to acquire Boss Items or Tactic Cards, the strongest upgrades for your Heroes.

What’s more, each Nemesis Card has an area dedicated to Dying Tokens. Troupers can unwittingly obtain these tokens whenever they suffer serious injuries.

If the stack of these tokens runs out (each boss has a different amount available), the Trouper, now broken in spirit and body, will succumb, and the Nemesis will win the game. This is the only defeat condition common to all Bosses, but each of them will have other customized and ever-changing defeat conditions!

To give you a practical example, let’s take a closer look at Miura’s Nemesis Card, one of the fantastic Nemeses added to your pledge thanks to the Stretch Goals!

The back of its Nemesis Card instructs us that during its setup, one of the two Minions that will participate in the battle against it must necessarily be the Imp. Clearly, our burly vampire has a particular synergy with this type of minion, and with experience, you can use this information to your advantage.

By turning the Nemesis Card over, we discover Miura’s effects, which will brand the Troupers, then weaken them by removing Tactic Cards from their deck.

But on this side, we can also discover its three weaknesses, linked to its three sides, which are Rip off the Claw, Break the Horn, and Tear the Wings.

The first two require filling the underlying wound tracks, and both will earn you a Miura Trophy Token. Tear the Wings, on the other hand, once the track is filled, will prevent Miura from flying during its movements.

In conclusion, we can rest assured that with these improvements, Nemesis Cards will become a real centerpiece of the game: not just a reference, but a dynamic tool that takes players from setup to the showdown. Let us know what you think about these improvements and if you want more spoilers about a particular Nemesis in future updates!

That’s all for today! See you in September for a new update

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Et la news de fin septembre est enfin là. Je n’ai pas encore eu le temps de la lire. On verra ça plus tard :sweat_smile:.

The Hunt Goes On!

Mise à jour #43|100%xauto

The journey among the Nemeses continues!

Hello, guys and gals!

Welcome back to Transylvania! Summer is over here, too. We’re preparing for the busy months ahead, which will be full of… Blood!

Today, we’ll continue our journey through the Nemeses inhabiting Vlad’s castle, giving you a taste of the variety we’re introducing to ensure that each Boss offers a unique and engaging gaming experience!

Following on from the mighty Miura in the previous update, today we’re presenting another of the Nemeses that you unlocked thanks to the Stretch Goals. This one is a very different boss, both in terms of appearance and mechanics: Ahriman the Necrarch!

First, let’s present his final artwork, which we can safely say is truly spectacular!

Ahriman is one of the rare cases in which the miniature was created directly by our 3D Lead Artist, Fernando, specifically.

Fernando has a passion for wizards, undead creatures, and vampires, so he was excited to use all his necromantic knowledge to sculpt Ahriman freehand, without relying on concept art as he does for 90% of our miniatures.

However, our Necarch deserved to have his own artwork included in all his materials, and we can safely say that his 2D version is just as fantastic as the 3D one! We hope you like it!

Now, let’s see what Ahriman gets up to when the Troupers find the courage to face him by taking a look at the Nemesis Sheet and Reaction Cards.

We recommend reading (or rereading) Update #42 to gain a better understanding of how these components and Nemeses generally work.

His necromantic abilities are particularly evident in his control over a particular type of Minion, the Poltergeist.

Arhiman can summon a huge number of these restless spirits, which will protect him by taking damage in his place (as long as they are on the same board as him). But that’s not all!

His three weaknesses are also closely linked to Poltergeists, and until you can destroy a particular part of the vampire, the Minions will benefit from a bonus.

For example, until you tear off his Blood Shroud, all Poltergeists on the field have the Sabotage trait, which prevents Troupers from using their equipment. Breaking his Soul Globe will also cause the Poltergeists to lose their Recall trait, thus preventing 2 of them from spawning each time.

But this Weakness also gives you the chance to gain Ahriman’s Trophy Token if you complete a particular task, namely inflicting exactly one wound on all weaknesses while no Trouper has a Dying Token… not exactly an easy feat, but otherwise where would the challenge be?

Finally, his Reaction Cards also hide subtle dangers for our vampire hunters, such as “Army of Darkness” (Klaatu Barata Nicough…cough…cough!), which, if drawn at a time when there are 8 Undead Minions on the field, will result in the automatic defeat of the Troupers!

As you may have noticed, there are many differences between Miura (update #42) and Ahriman! Both have their own play styles, strengths, and weaknesses, and players will need to take advantage of this and adapt their strategies each time to progress through the game. We believe that for a Boss Battler, these kinds of differences between bosses are the key to success, and we hope we have conveyed the direction we have decided to take in the design of Blood!

Speaking of design, we are pleased to share with you photos of the playtest sessions we have conducted in the last 2 months. We are dedicating a lot of energy and resources to Blood, with no less than 5 tables full of professional playtesters in each session.

We are putting the core box through a real stress test, and the results are already showing with a myriad of feedback that is leading to a final version of the game and rules. We expect to finish all this work by November, and we will be sure to have produced the game you have all been waiting for!

That’s all for today! See you in October with a new update in preparation for Spiel Essen 2025, where you will, of course, be able to try out the latest version of Blood! We can’t wait!

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L’information la plus importante et celle-ci à mes yeux.

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J’ai un peu oublié de poster la dernière news post Essen. Je trouve qu’elle a un côté rassurant et qu’ils vont enfin avancer. Les figurines de Pajan et de Lilith sont justes magnifiques :heart_eyes:.

Bloody Essen!

Update #44|100%xauto

Report from Spiel '25 and much more!

Hello, guys and gals!

Welcome back to our monthly update, this time a little more substantial than usual, because October saw us involved in one of the most intense and fascinating events of the year: Spiel Essen 2025!

We decided to wait a few extra days before publishing this update, precisely to include a full report on how Blood was received at the fair and to share with you all the news that emerged from this experience.

Blood at Spiel 2025

During the four days of the fair, we presented a super-updated prototype, very close to the final version of the game. We are really happy to have welcomed so many backers to our stand, curious to try the game for themselves, and just as many new players, attracted by the unique atmosphere of Blood.

Here are some photos of the demo at the fair, with the updated materials and our team at work!

A huge thank you to everyone who stopped by to say hello, played with us, asked questions, and shared ideas.

Many of you have already left your impressions on the message board, and reading positive and constructive feedback directly from you is the best reward for all our work.

Blood is an ambitious project and continues to grow thanks to your support.

As we mentioned, the Spiel event also allowed us to present a new and updated prototype, which, as far as we are concerned, is very close to the final version of the game. We can therefore tell you about the main new features compared to the version presented during the campaign:

Nemesis Setup

The Nemeses have been revised in terms of materials and setup; now each Nemesis includes everything you need to face it, speeding up gameplay and reducing setup time.

Nemesis and Minions

Almost every Nemesis now has a dedicated Minion, linked to its mechanics or narrative theme.

For example, Razvan always enters battle accompanied by his Bloodsuckers, loyal vampire bats that serve him until the very end.

Roguelite System

The Roguelite system has been enhanced with new Selection Cards, which form a deck that determines the Nemeses you can face in future games.

As the campaign progresses, the pool of choices narrows, inevitably leading to the final confrontation with Vlad.

Obnexus Nemesis

We have abandoned the old 4-level power system in favor of a new mechanic: the Obnexus Nemeses.

When a Nemesis is defeated, it will beg Vlad to grant it new powers. Reborn as an Obnexus version, it will return to challenge the Trouper with enhanced strength and skills.

But beware: if this form is also destroyed, Vlad will show no mercy—he will condemn it to eternal death.

Nemesis’ Wounds

Wounds are now tracked using a system of indicator cubes, which allows you to view Nemesis’ status immediately and intuitively.

Nemeses and Personal Missions

Some Nemeses carry a Personal Mission, with a dedicated space on their Board.

These missions introduce unique and highly thematic interactions, enriching the link between narrative and gameplay.

Modular Village

The Village is now represented by a set of mini building cards, each with its own effect.

This modular system allows you to create ever-changing Villages, composed of specific combinations of buildings and opportunities.

Trouper Training

The Training system has been completely revamped.

At the beginning of each game, Troupers receive three Advanced Tactics Cards belonging to their Arts, from which they choose the one that best suits their style.

At the end of the game, they can then acquire them permanently, expanding their possibilities in future battles.

Minions in Battle

Minions have gained a more influential role.

While still relatively weak, they now impose status effects and impediments that hinder Troupers, making their presence on the battlefield much more tactical and dangerous.

New Dice

The dice have also been updated:

The Weak Die has been changed from d4 to d12, making it easier to handle and more balanced in terms of results.

The Powerful Die (d8) now has even more extreme outcomes, making it a crucial resource for Trouper tests.

While remaining a rich and deep game, Blood is now more accessible. Thanks to the work of over 40 playtesters and more than 20 revisions of the rulebook, the rules have been streamlined and reorganized with clear terminology and precise modular rules, keeping the strategic complexity intact but with a smoother learning curve.

Păjan, the Vampire-Spider

During Spiel Essen 2025, visitors to our booth were able to get a close look at one of the most disturbing and surprising miniatures in Blood: Păjan, the Weaver .

This hybrid creature, half noble vampire and half monstrous arachnid, perfectly embodies the dark and disturbing tone of the Blood universe with its translucent blood sac made of red plastic, a true scenic gem that immediately sets it apart from every other miniature in the game.

During the demos at the fair, his presence on the table left everyone speechless, not only because of the quality of the miniature, but also because of the way he manages to dominate the scene, attracting the attention and awe of players.

You can catch a glimpse of it in the photos from the fair, but also in the detailed image below, and yes, it’s a miniature, not a render!

Thanks again to all the Troupers and Hunters who came to visit us, and also to all those who couldn’t make it!

Lilith, the Blood Queen

But now that Spiel Essen is over, let’s get back to talking about miniatures, and today we’re showing you a new sculpture: Lilith, the Blood Queen, mistress of seduction and death.

Surrounded by her Acolytes, Lilith will observe you with relentless grace… and in all likelihood, she will seduce you, only to devour you.

A majestic miniature, embellished with elegant, gothic details and a lethal aura that makes it a true collector’s item.

As always, let us know if you like this new miniature!

Thank you again for joining us on this journey.

We hope we’ve made it clear that we’re working hard to make Blood a unique experience in every way, and your enthusiasm, comments, and patience are what drive us to give more and more.

See you next month with more insights and news!

The LMS Team

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Et toujours pas de nouvelles concernant la prod…

Lol, vu qu’ils en sont seulement à finir de trouver le gameplay, effectivement on en est loin. Amha pas avant fin d’année 2026 pour la livraison.

Néanmoins, on peut y voir un côté positif. Malgré un jeu, soi-disant, prêt à produire, ils ont su le remettre en question et proposer quelque chose de plus abouti.

N’ayant plus de PC, il m’est difficile de tester ça sur TTS. Y en a-t-il ici qui l’ont fait ? @Nixx, en tant qu’admirateur des jeux de LMS, peut être :crossed_fingers::grin:?

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Je ne vois pas la bonne nouvelle sur ce point.
Si on part sur un principe de bonne foi, ça veut dire que tu t’ajoutes un an de dev, et les dépenses qui vont avec.

Ça va aussi être simple d’expliquer aux ricains qu’ils auront des Tariffs (à 100%+?) au lieu de peu ou pas car t’as 1 an +de retard.

Que tu adaptes un peu ton gameplay pendant que tu fais ou finis les moules, c’est un risque que tu peux prendre, te relancer pour un an+… Soit c’était mauvais, soit tu cavales, soit tu es fou. Et ça peut être un QCM.

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