Oh oh oh it’s blood news time!! Et il y a même un tableau de planning d’avancement 

Christmas Monster

Monsters are happy in Transylvania
Hello, guys!
Welcome back to Transylvania! Despite its reputation as a somewhat gloomy place, people here also love to celebrate in style, so for this Christmas update, we thought we’d give you a big spoiler on Blood’s most gruesome expansion. Obviously, we’re talking about…
Moroi!
Blood’s Big One finally has its definitive set of rules, and we are delighted to say that thanks to these rules, this expansion will not only add a great centerpiece to your collection, but also one of the most fun and challenging bosses to face during your raids in the castle.

Dracula’s “pet” has several new mechanics that will make battles against him unique experiences in the already vast Blood landscape. Let’s explain them in detail!
First of all, given his size, Moroi completely occupies the Tile of the map he is on. This means that when he enters a Tile, if there are other models (both Minions and Troupers) there, they could meet a nasty end.
Minions will automatically be eaten by the giant beast, while Troupers will be pushed away. But don’t think that your beloved Troupers are safe from Moroi’s insatiable appetite. Thanks to some of his Tactics cards, even Troupers can be eaten!
But don’t worry, because that’s exactly what Moroi’s main mechanics are based on.
This Nemesis brings with it three new map boards representing the three locations inside Moroi (note: in the image below, which we created to help you understand Moroi’s mechanics, the tiles don’t have their final artwork yet, but they will very soon
): the Jaws, the Esophagus, and the Stomach. When a model is eaten by Moroi, it must be moved to the Jaws board, but given Moroi’s enormous size, it can continue to act, despite being in a decidedly dangerous and cramped place.
At the end of each turn, all models in one of the Moroi locations must move to the next one: from the Jaws to the Esophagus, and from the Esophagus to the Stomach. Models already in the Stomach won’t go any further but will be Digested, which, in the case of Minions, means they will be eliminated, while for Troupers it means suffering a Wound.

Although the “Swallowed” condition is not at all pleasant, some Trouper will have to sacrifice themselves to prevent Moroi from winning the battle. The beast will win when he has “Digested” a certain number of times. Basically, when he has satisfied his hunger, he will fly away, leaving you without any loot.
As we said, its three boards will function as a small separate map, and therefore the swallowed Troupers can move and act between the three “locations” almost normally, and in fact they will have to do so for two reasons.
Firstly, to eliminate the minions that have been swallowed before they are digested by Moroi. Secondly, to perform certain special actions to damage Moroi from within, making him vulnerable to attacks from the Trouper still outside.

To defeat Moroi, it will therefore be essential to coordinate the actions of the Troupers outside and inside of him, and prepare for a truly challenging battle in rather strange… and smelly places!
In short, these are the mechanics that will allow you to experience one of Blood’s most original and crazy battles, one that will be difficult to forget. Our playtesters have already experienced dozens of epic moments fighting against Moroi, and we’re sure you’ll love it too!
Let us know if this little preview has excited you enough!
Progress Report
Before we see you again for the first update in 2026, as promised, we will update you on the progress of the game’s development and production, and we will do so with the help of a chart that will give you a better idea of where Blood is at.

As you can see from the table, we have completed all development and playtesting for Blood, so the longest part of our work is finally over. We have invested a lot of time and resources to make the game truly unique and fun, but the many positive comments we have received from those who have tried Blood assure us that it was worth it, and we really can’t wait for all of you to try a Boss Battler as you’ve never seen before.
With the design work now complete, we are moving on to finalize the graphic design of all game elements. We are about halfway there, but with the Core Box now finished, we can say that we have overcome the longest and most difficult part.
The game art is well underway, but with the recent addition of the Tactics Arts Cards (not planned at the beginning of the project and presented in the last update), there is still work to be done on both the Core Box and all the expansions.
Finally, we have also started the translations, starting with the Core Game, of course. As many of you know, this is another very long phase which, in our experience, has fairly fixed time frames, estimated at around 2 or 3 months, to complete the translation of all the material into the 5 planned languages.
Once the translations are complete, mass production will begin. This phase also has a fairly fixed time frame of about 3 months of work.
So, all things considered, we estimate that the game will be ready for shipping in the summer of 2026. As we said, this estimate is fairly fixed due to the technical time required for the next stages, which will be difficult to shorten while maintaining the quality of the final product.
As always, we will keep you updated on all developments.
That’s all for today. We’ll see you in 2026 with the next update. In the meantime, we wish you all happy holidays and a happy new year—or, to be precise, the Year of Blood!