Devil May Cry: The Bloody Palace - par Steamforged Games - livraison juillet 202

Lien KS

Résumé : adaptation des jeux vidéo par Steamforged Games (Resident Evil 2, Dark Souls). Les joueurs incarnent quelques-uns des chasseurs de démons les plus prolifiques de la série Devil May Cry, de Dante et Néron à Trish et V.

Bilan : 2449 contributeurs ont engagé 159 428 £ pour soutenir ce projet.

Pledges : Jeu à 77£ (88€). Early Birds pendant 24h à 70£ (80€). Hors fdp, en sus et estimés entre 12 et 18£ pour le pledge de base.

Autres liens : Steamforged Games

Déjà une première photo du jeu dans son ensemble

[attachment file=456660]

je vois mal la dynamique des bastons sur un plateau

Pas hyper fan de la licence donc surement sans moi

Ah ouais quand même.

J’avais joué au 1 quand j’étais jeune, mais après bof bof. Sans moi !

Je n’ai pas suivi mais Dark Souls a été livré en intégralité au final?

[quote quote=456881]Je n’ai pas suivi mais Dark Souls a été livré en intégralité au final?



Les SG se font attendre…

[quote quote=456881]Je n’ai pas suivi mais Dark Souls a été livré en intégralité au final?


Nop, on en est à l’attente de la vague 3. On a réussi le jeu principal et une partie des extensions. Il en reste quelques unes à livrer et surtout les SGs dont des photos de prod ont été montrés mais qu’on attend toujours. Par contre pas de date pour la livraison de cette vague 3.

Et leurs autres jeux sont livrés ? (complètement je veut dire…)

Je viens de récupérer ma guilde des cuisiniers par sfg, kes figs sont en plastique et superbes. Les précédentes guildes plastique avaient l’objet de critiques mais celle-ci est superbe.

J’ai vu des photos des figs de la guilde des cuisiniers sur FB et c’est vrai qu’elles ont l’air d’excellentes factures… Des jeux livrés par SFG (je n’en ai backé aucun, juste GB mais en achat boutique), il me semble avoir lu que Resident Evil était en cours de livraison ou quelque chose comme ça. Pour les autres RAS à ma connaissance :smiley:

Nouvelle annonce de Steamforged et enfin on va connaître le gameplay d’un de leur jeu avant la fin de campagne :smiley:

Welcome Hunters!

This is the first in a series of articles which will take sneak peeks at the game mechanics, miniatures, and other content in the upcoming Devil May Cry™: The Bloody Palace Kickstarter. But before we get started, we’d like to take a quick second to talk about something which we’re all incredibly excited about here at Steamforged Games.

Devil May Cry™: The Bloody Palace will change the way we bring games to Kickstarter. From the very first day of the campaign you’ll have access to a downloadable rulebook; you’ll be able to read through the rules and learn how the game works, and our development team will be able to talk about the game mechanics with you during the campaign on a level which we usually only have in post-Kickstarter updates. This is beyond anything we’ve done previously, and our team are very much looking forward to the experience!

Devil May Cry™: The Bloody Palace is coming to Kickstarter in Spring (Q2), 2019. If you want to know the second the campaign kicks off, click here to be added to our newsletter, so that we can send you a reminder and a link as soon as it goes live!

Ready to go? Let’s kick things off by starting with a brief gameplay overview.


The game board is based on the Bloody Palace from Devil May Cry™ 5. Each player will have their own style marker to keep track of their score which sits on a style track around the edges of the game board. Will you make it all the way up to the coveted Smoking Sexy Style triple S rank?

Players take turns moving their character and bringing the fight to the demons. Each hunter has their own unique deck of cards representing the different attack moves they can use. A player might play cards to have their character slash with their sword, shoot with their pistol, or deliver another type of attack. These cards can be linked together into a combo chain, allowing players to create devastatingly stylish flurries of attacks. But beware… being damaged by an enemy attack removes a combo chain entirely, forcing the hunter to start all over again!


A game plays out across four stages, each represented by a wave of enemies. A deck of Bloody Palace cards determines what enemies you’ll face in each stage. Each stage starts when the card is revealed and ends when there are no enemies left on the board. In the fourth stage you’ll face a terrifying boss—bring this dangerous adversary down and the game ends… and the player with the most style points is declared the winner!

That’s all for today, but don’t worry if you’re excited to hear more. In the runup to the Kickstarter, we’re going to release new articles introducing more concepts and looking at elements of the game. Join us again on Friday for our first look at how the hunters work in more detail.


Petit évènement chez Steamforged ! Du gameplay dévoilé avant le début voire la fin d’un KS ! Du jamais vu, une première ou presque si je me souviens bien :mrgreen:

Hunters - The Basics

Let’s jump right in with an example hunter to help demonstrate how a hunter board looks, and how players can make attacks and awesome combos. And who better to start with than… you guessed it, a character we’re sure needs no introduction at all, Dante!

When playing a game of Devil May Cry™: The Bloody Palace each player has a hunter board which help them keep track of where their cards are, and how long their current combo chain is. Here’s an example of Dante’s hunter board below:


In the top left we can see Dante’s reference card, which shows his vitality and movement speed. There’s a quick reminder of the options you have during your turn in the top right. In the middle there’s a space for your discarded cards on the left and a spot for your deck to sit just next to it. Next to that there is a little indicator of how many points you score for your combo chains. Finally, at the bottom of the hunter board is where your basic attack cards will sit. These are cards which are always available to you, and they’re used to start off new combo chains.

During the Hunter Phase, each player takes a turn with their character and attacks enemies, sets up for their next turn of kills, or tries to escape if they’re low on health. At the start of their turn, a player has a hand of five cards to choose from, as well as any basic attack cards that are available on their hunter board. When making attacks, players should be looking to do two things—make as long a combo as long as possible, and kill as many demons as they can… all while clearly being the most stylish hunter in the room!


So, let’s say there’s an Empusa demon stood right in front of Dante… and Dante has decided this Empusa needs to die. He starts off his combo by playing one of his basic attacks, named Rebellion Swing. The card is placed on the right of our hunter board to show Dante has started a new combo chain, and the Empusa suffers 1 damage.

Dante can then play Rebellion Cut Right from his hand of cards, because when the card is placed next to Rebellion Swing, the blue combo links match up. It looks like the poor Empusa takes another 2 damage.

But Dante’s not done yet. Finally, he decides to finish the demon off with Million Stab, adding the card at the end of his combo chain (again, notice how the blue combo links match up). The Empusa takes 3 more damage and is killed!


It’s almost the end of Dante’s turn now the attack is over, but he still has a couple more actions to make. Firstly, it’s time to claim style points for the combo Dante just unleashed, based on how long the chain is and any particularly slick attacks which were used. As we can see on our hunter board, a three-card combo scores 1 point, which is then doubled to 2 points because the Million Stab card states to double the score. When the combo is claimed, Rebellion Swing returns to the bottom of our hunter board and the other two cards are discarded.

In this case, because Dante played Million Stab, he had to claim the combo, but normally claiming a combo is a choice. And the longer a combo is when it gets claimed, the more style points the player will score. But be wary. Long combo chains can score a tonne of points, but if your character suffers any damage from enemy attacks, you’ll have to discard the whole chain and start over!

The final remaining action for Dante is to make a run. Dante’s card lists a SPEED of 5, meaning he can move up to 5 hexes. Running is important, as it allows Dante to take a position ready to attack again next turn, or escape if he’s sustained too much damage. A run can be used anytime during a hunter’s turn, so players will have to learn for themselves when is best to use it, and how to read the playing area, so their rivals can’t easily deny them kills…

Readers with a keen eye will notice there are a few other symbols on Dante’s cards that we haven’t explained yet… but don’t worry about them for the time being. Today’s blog has taught you the basic elements, and we’ll return to cover the advanced attack rules in a future article.

After the Hunter Phase and every player has activated their characters, any enemies on the board will try to move and attack the hunters, in the Enemy Phase… but that’s for next time. Join us again on Monday for another exciting update for Devil May Cry™: The Bloody Palace!

Cette « chaîne de cartes », c’est un peu ce que propose « The Tainted Grails », non ? A part qu’ici, les cartes semblent avoir plusieurs fonctionnalités et permet des combats dans un espace à 2 dimensions (alors que dans TG, on se bat contre un seul monstre à la fois si j’ai bien compris).

Non dans Tainted Grail la chaine de carte est pompée sur Arkham Noir, tu fois avoir des symboles qui combottent pour pouvoir les enchainer jusqu’à obtenir la condition requise, la ca semble plus a un enchainement de coups que tu places beaucoup plus librement et ou c’est plutôt l’ordre qui est important.

Si je comprends bien :

  • dans TG, il ne se passe rien tant que l’enchaînement de cartes n’est pas terminé (il doit y avoir une carte « finish » je pense).

  • dans DMC, les cartes gèrent les dégâts (potentiellement sur une certaine zone) et possibilité d’avoir un bonus de style avec un « finish ». Ca doit être embêtant de traquer les HP de chaque mobs… et est-ce qu’il pourra y en avoir plusieurs sur un même hexagone ?

Surtout les combos ont l’air d’avoir pas mal de symboles différends sur TG, avec une vraie méca derriere… là ca l’air d’être juste des enchainables ou pas (de la a ce qu’il n’y ai qu’un symbole…)

[quote quote=460231]Si je comprends bien :
– dans TG, il ne se passe rien tant que l’enchaînement de cartes n’est pas terminé (il doit y avoir une carte « finish » je pense).

non ya pas de carte finish, chaque carte posée augmente (ou pas) la valeur de ta chaîne, et l’action de l’ennemi dépend de cette valeur

genre si tu fini ta chaîne avec une valeur de…

0-2: fuite

3-6: 2 dégâts + supprime les 2 dernières cartes de ta chaîne

6-8: 2 dégâts

9+ :mort de l’ennemi

à toi de finir ta chaîne de manière à ce que ce soit le plus intéressant pour toi

(après ya des cartes finisher qui font bien mal ou qui servent a bloquer/contrer et qui interdisent de poser une carte a la suite pour ce round mais ils n’est pas obligatoire de finir avec une de ces cartes)

Nouvelle actu toute fraîche pour se faire toujours plus une idée des mecas et des figs…

Enemies - the Basics

In our previous article we saw a little bit of one of the more common enemies, the insect-like Empusa. We’ll be using the Empusa for most of our examples today, but let's also take a look at one of the more deadly enemies that you’ll need to defeat in Devil May Cry™: The Bloody Palace, the fearsome Hell Antenora!

Last time around, we took you through an example of a character’s turn in the Hunter Phase, helping Dante to dispatch his foes in spectacular style. But after each player has activated their hunter in the Hunter Phase, any enemies which survived the assault get a chance to fight back, in the Enemy Phase. The fewer the players leave alive, the fewer will be coming after them in the Enemy Phase, so it’s absolutely a good idea to kill as many of them as possible when it’s your turn!

Most of the enemies in Devil May Cry™: The Bloody Palace are controlled by two types of cards. The first is a reference card which players will immediately see is similar to the hunter reference cards.


These cards show the enemy’s vitality, and how many green and red orbs it drops when it dies. It also shows their front arc, which shows players which way the miniature is facing on the board and what it will hit when it makes an attack.

The second type of enemy cards are behaviour cards, drawn from a set behaviour deck for each enemy. A behaviour deck for a certain type of enemy controls all enemies of that type on the board—so the Empusa behaviour deck will control any Empusas in play, and if the players have encountered any other enemies, such as the Hell Antenora, they’ll be controlled by their own deck.


By now, eagle-eyed readers will have noticed that the attacks on behaviour cards look a lot like attacks on hunter cards. This is to help enemy behaviours look and feel familiar, so they’re simple to use.

All good so far? Time to put these cards into practice then!

The Enemy Phase

During the Enemy Phase, the players draw a behaviour card for each enemy on the board. As we can see by looking at the Empusa reference card above, some enemies act like a swarm, and a single card controls every enemy, giving them the same actions. Other enemies are more independent and draw a card for each individual enemy—for example, if there are three Hell Antenora on the board, a behaviour card is drawn for each of them.

Using the example behaviour card above, let’s take a look at how that might play out during a game.


At the start of the Enemy Phase, we can see Dante and Trish surrounded by three Empusas… which is less than ideal!

Following the Claw Swipe card, the Empusa next to Dante will turn to face him and attack him causing two damage. The Empusa which is one hex away from Dante can’t make an attack because it’s out of range, and will move towards him instead. The other Empusa is also out of range to attack and will move. Because its the same distance from Dante as it is from Trish however, the hunter took the first turn this round can choose. In this instance the first hunter was Dante, so he decides that this Empusa will move towards Trish instead.

It’s a risky choice—Dante could bring them Empusa closer so he can attack it earn more style points, but Dante clearly has his hands full already, and needs the breathing space!


So that’s the basics of how the enemies of Devil May Cry™: The Bloody Palace work… at least for some of the smallest and least deadly enemies in the game. Join us next time, where we’ll be taking a look at some of the larger and more terrifying enemies you’ll need to know about!

Steamforged continue de sortir de façon métronomique les previews gameplay…

Large Enemies - the Basics

If you’ve been following our previous articles, you’ve probably guessed the format by now… and that means it's time to introduce you to another fantastic model render for us to use as our example! Our lovely assistant for today is the terrifying Empusa Queen…

So, let’s start with the obvious—look at the size of her, she’s enormous! Where most hunters and enemies stand on a single hex, the Empusa Queen is so big she takes up three!

Outside of their increased stature, large enemies retain a lot of the same elements on their reference cards as the more common enemy types. They still use vitality and list how many red and green orbs they drop when they die—and they still have a front arc too, although it looks a bit different.


Large enemies like the Empusa Queen still use a deck of behaviour cards to control how they move and attack too, but due to their size have a few special rules we’re going to dig into after you’ve finished checking out the model!

When Large Enemies Attack!

This is where that three hex size gets really interesting. As you may have noticed, the front arc shown on the Empusa Queen’s reference card is far wider than the ones we’ve seen before belonging to the Empusa, Hell Antenora, and Dante. Since the Empusa Queen is large enough to stand in three hexes rather than one, she can also attack a larger number of hexes at once as she makes wide sweeping arcs with her bladed claws.

Let’s take a look at how that vicious attack plays out on the tabletop!

It looks like things are about to take a turn for the worse for V and Nero here. Following the Claw Strike behaviour card, the Empusa Queen charges towards both Hunters. As discussed in our previous article, because the enemy is the same distance from both V and Nero the hunter which took the first turn this round can choose, in this case, V.

V is apparently feeling brave, and decides the Empusa Queen will move to a position where she can hit both hunters at once. This results in V taking 2 damage… but poor Nero takes a whopping 5 damage hit! That’s certainly going to sting, and might make Nero think twice about making some distance before he suffers any more damage.

Nouvelle preview - Aujourd’hui les héros sont à l’honneur… A ce rythme ou SFG balance les infos, le KS va vite arriver


Nero is a demon hunter of such determination that even losing an arm couldn’t stop him from coming back to kick a whole load of demon butt. And now he’s been fixed up with an impressive new arsenal of mechanical ‘Devil Breaker’ arms? Nero is nigh on unstoppable. Trained by the Order of the Sword, Nero doesn’t only bring death to his demonic adversaries with his interchangeable Devil Breakers either! This hunter wields his vicious blade, the Red Queen, and his Blue Rose pistol (although the Blue Rose is far more of a hand cannon than a simple handgun!) to deadly effect, as you’ll soon see.

In Devil May Cry™: The Bloody Palace, Nero uses a combination of heavy sword strikes interspersed with pistol shots and deadly arcing swings to deal massive amounts of damage to anything in close proximity. When no more demons are nearby to slay, he uses his Devil Breakers to latch on to distant enemies and either drag them forwards or to propel himself towards them so that he can continue the carnage. Nero’s Devil Breakers also serve as additional special attacks which Nero can use to extend his combo chains to incredible lengths.


Trish might appear to be one of the less dangerous of hunters in Devil May Cry™: The Bloody Palace at first glance, but you should never judge a book by its cover. No simple human, this lady is actually a lethal demon in a woman’s form with a real appetite for carnage! While Trish is incredibly skilled in using a variety of weapons, she often prefers to beat enemies to a pulp with her bare hands. She demonstrates without a doubt the most brutal style of any demon hunter. When all else fails? Send Trish in to kick and punch the ever-loving hell out of whatever’s causing you grief.

Trish begins the game with more basic attacks at her disposal than any other hunter, meaning she’s incredibly versatile and has a huge variety of options for kicking off new combo chains. In addition to this, a large number of her attack cards offer Trish bonus movement, allowing her to jump from one enemy to the next with consummate ease. Where other hunters tend to shine when enemies are grouped together, Trish can bring the pain in almost any situation.


A mysterious newcomer to the Devil May Cry™ universe, not much is known about where V came from or even who he is. What we can say for sure, however, is that V is an incredibly powerful demon hunter, who has somehow managed to bind a plethora of demonic familiars to doing his bidding. Before he commits to a battle, V will often send his familiars Shadow and Griffin to soften up a target while he stalks around the edges of the fight, looking to dart in to deal a finishing blow with his cane.

In Devil May Cry™: The Bloody Palace, V brings his unique signature playstyle to bear, summoning Shadow to aid him in the fight. To this end, V’s cards are a mixture of commands for Shadow to shift around and lash out at nearby enemies, shooting attacks from Griffin, and positioning tricks. A tricky hunter to pin down, V is also capable of teleporting next to Shadow, or having the familiar shapeshift into enormous grasping tendrils, which drag unsuspecting demons towards their doom. But remember—V himself must always be the one to land the finishing blow.


Son of the legendary dark knight Sparda and the original king of Smoking Sexy Style, Dante is a veteran demon hunter and a real force to be reckoned with. Bringing the largest arsenal of weapons in the game to any fight, Dante can quickly adapt how he fights on the fly to ensure he’s bringing both maximum damage and maximum style. With his trusty sword Rebellion, the pistols Ebony & Ivory, Balrog devil arms, and the Coyote-A shotgun… well, you get the picture. You name it, Dante has probably tried to kill a demon with it. Even a mop.

In Devil May Cry™: The Bloody Palace, Dante has access to a number of fighting styles which he can smoothly switch between every time he takes a turn. Fighting styles grant Dante bonuses to his defence, movement, and certain types of attacks, making him incredibly versatile. And when his back is up against a wall, just hitting everything with Rebellion while looking like an absolute boss is rarely a bad plan.