Horizon Forbidden West: Seeds of Rebellion - par Steamforged Games - livraison en mai 2025

SFG vient d’annoncer Horizon Forbidden West, un de ses prochains KS (l’autre étant Resident Evil 4), avec encore une autre adaptation de jeu video. Mais contrairement à Zero Dawn, SFG semble tout changer ou presque (enfin, vaudrait mieux ^^). Premier changement, et non des moindres, exit le game designer maison: Sherwin Matthews, qui laisse sa place à Fraser McFetridge (Bardsung). Exit aussi le semi-coop tactical action game. Et bonjour au full coop narrative-driven game. Verdict lors de la campagne KS qui devrait se lancer le 21 novembre.

:busts_in_silhouette:: 1-4 joueurs
:alarm_clock:: ? min
:gear:: full coop, narratif


Marshall Pledge : 117£ + 28£ = 200€ (TVAin)

La page KS : https://www.kickstarter.com/projects/steamforged/horizon-forbidden-west-seeds-of-rebellion?ref=7v2xxd

Autres liens : SFG

Et premier article de leur blog…

Horizon Forbidden West: Seeds of Rebellion is Coming to Kickstarter

The Stalker is finally out of the bag. We’re bringing Horizon Forbidden West: Seeds of Rebellion, the tabletop experience, to Kickstarter on November 21, 2023!

My name is Fraser McFetridge, lead designer of Horizon Forbidden West: Seeds of Rebellion, and I cannot express how excited I am to share with you what we’ve been working on behind-the-scenes here at Steamforged Games.

Beginning in mid-October, I’ll be sharing weekly design diaries on all aspects of the board game. That includes how we’ve been working closely with Guerrilla’s Narrative team to create an official story within Horizon’s canon, taking place before Aloy’s arrival in the Forbidden West.

For now, we’ll start with an overview of all the new and exciting things you can expect from Seeds of Rebellion, whether you’ve played our previous Horizon Zero Dawn board game or are new to the tabletop experience.

Speaking of which, it’s been amazing to see so many people playing our Horizon Zero Dawn board game. Especially since we’re all huge fans of Horizon’s world.

Horizon Zero Dawn Board Game Spill

Horizon Zero Dawn: The Board Game

It’s consistently one of our most popular games, with people coming to our show stands and socials to ask when we’ll be making a Forbidden West game. Needless to say, although we couldn’t talk about it, the gears were already turning in our minds…

And now we can talk about it, there’s so much to talk about! First up:

What is Horizon Forbidden West: Seeds of Rebellion?

Horizon Forbidden West: Seeds of Rebellion is a new board game for 1-4 players. It builds on the critically acclaimed engine first developed for the Horizon Zero Dawn board game to deliver a fully cooperative, narrative-driven experience.

In the distant lands of a far-future Earth, colossal machines rule and humans exist in pre-industrial tribes. Your adventure will take you to the majestic yet deadly Forbidden West, before Aloy’s arrival. Much of this frontier is the territory of the warlike Tenakth. Though the tribe is currently united under the great Chief Hekarro, a rebellion is fomenting in the dark corners of this mysterious place. This potential insurrection threatens the hard-won, fragile peace between the Tenakth’s three clans.

You and your fellow Marshals must uncover, investigate, and fight this threat before unnecessary blood is shed and the fate of the Clan Lands is changed for generations to come. Along the way, you’ll explore the vibrant world, earn powerful equipment, and undertake life-or-death quests, testing your skills against an ever-present menace: the deadly, ever-evolving machines.

Will you fall to the spear, the claw, or the toxic blight? Or will you rise against the odds together and unravel the untold mysteries of the Forbidden West?

What’s New in Seeds of Rebellion?

Narrative!

Storytelling was something we were keen to include in Horizon Zero Dawn: The Board Game but couldn’t due to the setting of the game. Based on feedback, we know the community shared the same desire.

In Seeds of Rebellion, we’ve not only addressed this, but we’ve pulled out all the stops to do so. We’ve been working closely with Guerrilla to deliver not only a narrative for the board game but a canonical adventure that will cover never-before-seen events!

Fully Cooperative Gameplay!

We’ve taken the popular combat engine from Horizon Zero Dawn: The Board Game, which is a semi-cooperative game, and adapted it to create a fully cooperative experience in Seeds of Rebellion. This adds a tonne of new features, which I’ll be sharing more on in the diaries and during the Kickstarter.

New Machines!

It goes without saying we’ll be bringing the new machines found in the Forbidden West to the tabletop. But that’s not all. With new machines come new gameplay mechanics. Each new machine has been under a microscope, and we’ve engineered a huge variety of new behaviours, encounters, and challenges for you to overcome when facing down the machines of the Forbidden West.

Exploration!

Through our new narrative engine, you’ll not only encounter the mysteries and intrigues of the story, but also the environment, enjoying stunning visuals as you explore and make discoveries in the Forbidden West. Along the way, you’ll make several meaningful decisions that shape your quest and can even impact gameplay mechanics.

New Ways to Play!

Once we introduced fully co-op and narrative elements, the door to possibilities blew wide open. Suddenly, there was a tonne of unexplored design space we could use to build on the Horizon engine to create a new experience for Seeds of Rebellion.

We’ll cover this in the upcoming diaries, including the new cooperative stealth system, in-depth combat encounters, and a huge suite of abilities for your hunters to outwit, evade, and dismantle your enemies!

Backwards Compatibility!

If you own Horizon Zero Dawn: The Board Game, then good news: You’ll be able to encounter miniatures from your existing collection, too!

We’re introducing a backwards compatibility pack that’s free for returning backers, so your Thunderjaws and Oseram delvers (and more) can roam the Forbidden West.

What’s Next?

We’ll be kicking off the diaries from mid-October, and we’ll be rolling out gameplay videos in the run-up to the Kickstarter!

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J’ai un peu peur du prix… ^^;

Ayant déjà HZD et Monster Hunter chez SFG, qui ont coûté assez cher et prennent beaucoup de place…
(Je joue surtout à MH d’ailleurs, HZD j’ai fais 3 partie et seulement 1 extension sur 12… Les parties sont trop longues)

Backward compatibility, ou comment essayer de refourguer les boites qui restent

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J’ai hâte. J’avais bien aimé la version du premier jeu mais il me manquait le narratifs qui était apparu dans quelques extensions mais en version très très allégée.

J’espère qu’il sera encore plus immersif

Il était bien finalement ?

Petit HS mais je trouve rien en ligne, il y a un lien vers cette info svp? :eyes:

Pwah j’avais tellement aimé le premier jeu vidéo (Horizon Zero Dawn) que j’avais fait all-in sur le KS (au moins rien que pour les figs).

Résultat, jamais joué, et çà prend en effet une place de fou niveau boîtes (réception en deux gros colis) (bon ceux qui ont pledgé doivent Marvel Zombies All In doivent se dire que « c’est rien du tout, deux colis pour un KS ! ») .

Du coup il figure en très, très, très bonne place sur ma « pile de la honte ».

Je doute de fait replonger sur ce deuxième KS …

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Pour ma part j’ai apprécié car je savais des le début que ce ne serait pas vraiment le jeu scénarisé de horizon mais plus un genre de Monster hunter avant qu’il ne fasse véritablement cette licence.

J’apprécie le fait qu’on retrouve tout ce qui était en annexe dans le jeu vidéo : rester discret le plus possible, cibler des éléments des machines pour réduire leur force de frappe, récupérer du matos pour upgrader nos chasseurs. Bref, je n’étais pas perdu 'on plus.

Je serai menteur de dire que c’est le jeu du siècle mais le défi est de taille surtout sur des thunderbird ou autres gros bestiaux

Pour faire un bilan de mes propos, c’est un jeu streamforged dans toute sa splendeur avec les défauts d’équilibrage des jeux de la marque, des gameplay aboutis mais pas trop mais qui ne ruine pas les bons moments à passer autour de la table quand même. J’y joue souvent en solo et je m’éclate. Par contre, avec la boîte de base tu tournes vite en rond. Les extensions sont obligatoires pour trouver vraiment de l’intérêt.

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Niveau Gameplay, il a ses défauts mais personnellement je l’ai trouvé amusant.
On a bien le sentiment de chasser et détruire. Viser les pièces pour les détacher. Chaque Chasseur à sa particularité et le sentiment de progression (lvl up) dans une même partie est très sympa.
Et attention aux joueurs qui alertent trop rapidement les patrouilles, ça peut mettre en péril et amener pas mal de difficultés. (Alors qu’à 2 joueurs au départ, je trouvais qu’on devenait trop puissant et que le « boss » de fin de chasse ne nous faisait rien)

Donc sur le Gameplay, ça ressemble pas mal à ce qu’on peut trouver dans le jeu vidéo et c’est Cool.

Mais :

  • Une partie est beaucoup trop longue, j’ai pas fait une chasse en moins de 4h. (Normalement c’est 4 Rencontre + 1 Boss avec entre chaque rencontre, 1 Marchand et 1 lvl up)
  • Le Marchand est trop aléatoire avec une mauvaise répartition des armes notamment. Comme en plus, l’aléatoire de récupération de la monnaie peut faire que tu n’as pas assez pour acheter de l’équipement peut rendre trivial ou difficile les rencontres suivantes.
  • Le système de comptage de points (Compétitifs) à 2 et 3 joueurs est incorrect, un joueur peut gagner la partie avant la dernière chasse, il y a des Houses rules pour corriger ça assez facilement. Et la « Catch up » mécanique pour le dernier joueur, je suis assez mitigé dessus.
    Donc problème d’équilibrage comme le dit Anzahra.

Extensions obligatoire pour le renouvellement en effet, sinon on peut avoir fait le tour assez vite.

J’ai essayé plusieurs houses rules pour améliorer mon expérience de jeu (3 Rencontres au lieu de 4, niveau 1/2/3 direct, partages des ressources pour l’achat) mais je pense revenir à l’expérience initiale.
Peut être qu’en jouant plus régulièrement on peut faire baisser le temps de jeu… C’est ça qui me bloque le plus.
Et c’est pas si simple de sauvegarder en pleine partie, le jeu n’ayant pas été vraiment prévu pour ça à la base. Il faut du temps pour s’investir dans le jeu… Et comme y a plein d’autres jeux qui font mieux, reste l’univers et les figurines. Mais j’ai quand même envie d’y retourner de temps en temps, notamment pour affronter les Grosses machines.

Monster Hunter est bien plus abouti (6 Parties en campagne et 3 en Arène déjà depuis le Mois de Juillet) mais c’est pas non plus le même Gameplay.

TLDR : J’aime bien MAIS…

Après là, c’est du Coop, donc déjà ça supprimera tous les défauts liés au caractère semi-coop/compétitif du 1er. Le côté « trop long » sera peut être atténué par le fait qu’on pourra sauvegarder plus facilement.

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Merci pour ces retours.
De toute manière, vu le prix de ces jeux je suis out mais ça fait rêver, étant grand amateur des deux jeux vidéos.
Là en plus la promesse du narratif est alléchante même si la perspective de ne jouer que des Tenakth tempère un peu le reste.
Donc je vais suivre pour le plaisir et les jolis pitoux :slight_smile:

Avoir le designer de Bardsung, c’est une bonne nouvelle ?

4h par partie !!! Comment tu arrives à en faire des aussi longues. La plus longue m’a durée 1h45 même à joueurs. sinon, je suis d’accord dans les grandes lignes avec toi.

4h et encore j’ai été généreux.

Discussion, choix de la rencontre, mise en place de la rencontre, choix des actions/mouvements autant de fois qu’il faut pour finir la rencontre (et cette partie peut durée facilement entre 30min et 1h), mise à niveau des personnages, Marchands qui peut durer plus ou moins longtemps aussi.

1h45 tu dis ? ça fait 21 min en moyenne par rencontre (4 rencontres + Boss) ? A tué tous les monstres, mise en place, etc… ?
à 4 joueurs ?
Je vois pas comment tu fais…

Je ne compte pas la mis en place mais elle est plutôt optimisée avec le rangement que j’ai fais. J’ai des sachets pour chaque type de carte donc ça va assez vite.
Par contre, en partie les prises de décision sont plutôt rapides hormis sur les gros monstres. Mais on n’y passe vraiment pas 3 plombes. Par contre, quand on sort les géants, là on met bien 1h juste sur ce combat final donc le temps est rallongé.
Les phases de marché sont aussi rapides. Souvent on trouve ce qui va le mieux a chaque perso et on se met vite d’accord.

Le temps évoqué est surtout sur la boîte de base.

What is Horizon Forbidden West: Seeds of Rebellion?

Horizon Forbidden West: Seeds of Rebellion is a new board game for 1-4 players. It builds on the engine first developed for the Horizon Zero Dawn board game to deliver a fully cooperative, narrative-driven experience.

In the distant lands of a far-future Earth, colossal machines rule and humans exist in pre-industrial tribes. Your adventure will take you to the majestic yet deadly Forbidden West, before Aloy’s arrival. Much of this frontier is the territory of the warlike Tenakth. Though the tribe is currently united under the great Chief Hekarro, a rebellion is fomenting in the dark corners of this mysterious place. This potential insurrection threatens the hard-won, fragile peace between the Tenakth’s three clans.

You and your fellow Marshals must uncover, investigate, and fight this threat before unnecessary blood is shed and the fate of the Clan Lands is changed for generations to come. Along the way, you’ll explore the vibrant world, earn powerful equipment, and undertake life-or-death quests, testing your skills against an ever-present menace: the deadly, ever-evolving machines.

Will you fall to the spear, the claw, or the toxic blight? Or will you rise against the odds together and unravel the untold mysteries of the Forbidden West?

What’s New in Seeds of Rebellion?

Narrative!

Storytelling was something we were keen to include in Horizon Zero Dawn: The Board Game but couldn’t due to the setting of the game. Based on feedback, we know a lot of the community shared the same desire.

In Seeds of Rebellion, we’ve not only addressed this, but we’ve pulled out all the stops to do so. We’ve been working closely with Guerrilla to deliver not only a narrative for the board game but a canonical adventure that will cover never-before-seen events!

Fully Cooperative Gameplay!

We’ve taken the combat engine from Horizon Zero Dawn: The Board Game, which is a semi-cooperative game, and adapted it to create a fully cooperative experience in Seeds of Rebellion. This adds a ton of new features, which I’ll be sharing more on in the diaries and during the Kickstarter.

New Machines!

It goes without saying we’ll be bringing the new machines found in the Forbidden West to the tabletop. But that’s not all. With new machines come new gameplay mechanics. Each new machine has been under a microscope, and we’ve engineered a huge variety of new behaviours, encounters, and challenges for you to overcome when facing down the machines of the Forbidden West.

Exploration!

Through our new narrative engine, you’ll not only encounter the mysteries and intrigues of the story, but also the environment, enjoying stunning visuals as you explore and make discoveries in the Forbidden West. Along the way, you’ll make several meaningful decisions that shape your quest and can even impact gameplay mechanics.

New Ways to Play!

Once we introduced fully co-op and narrative elements, the door to possibilities blew wide open. Suddenly, there was a tonne of unexplored design space we could use to build on the Horizon engine to create a new experience for Seeds of Rebellion.

We’ll cover this in the upcoming diaries, including the new cooperative stealth system, in-depth combat encounters, and a huge suite of abilities for your hunters to outwit, evade, and dismantle your enemies!

Backwards Compatibility!

If you own Horizon Zero Dawn: The Board Game, then good news: You’ll be able to encounter miniatures from your existing collection, too!

We’re introducing a backwards compatibility pack that’s free for returning backers, so your Thunderjaws and Oseram delvers (and more) can roam the Forbidden West.

What’s Next?

We’ll be kicking off the designer diaries from mid-October on the Steamforged blog.

3 « J'aime »

C’est vraiment bien qu’il y ait une compatibilité avec le premier. Maintenant, j’espère que le all in ne sera pas encore en 11 boîtes car c’est envahissant à un moment :sweat_smile:

Premier Designer Diary…

Narrative in Horizon Forbidden West: Seeds of Rebellion

Welcome, Marshals, to the first designer diary for Horizon Forbidden West: Seeds of Rebellion!

Coming to Kickstarter on November 21 this year, Seeds of Rebellion is a fully cooperative board game for 1-4 players set in the mysterious Forbidden West. You and your fellow Marshals have been appointed by Hekarro to investigate disturbing reports of Tenakth-on-Tenakth violence. Little do you know that a rebellion is taking root in the dark corners of this frontier. While you investigate, you must contend with the colossal machines that roam this deadly territory, hoping to weed out this insurgent activity before more unnecessary Tenakth blood is shed.

My name is Fraser McFetridge, lead designer of the board game. In this diary series, I’ll share a behind-the-scenes look at how we’ve translated Horizon Forbidden West into a tabletop experience.

For those who enjoy spoilers, I’ve already listed the topics we’ll be covering here. Otherwise, let’s jump right into something we’re truly excited about…

Narrative in Seeds of Rebellion

As some of you might know, storytelling was something we wanted to include in Horizon Zero Dawn: The Board Game but couldn’t due to the game’s setting. Based on feedback, we know the community shared the same desire.

In Seeds of Rebellion, we’ve not only introduced a storyline, but we’ve pulled out all the stops to do it. We’re working closely with Guerrilla’s Narrative Team to deliver not just a story for the board game but a peek into events you’ve never seen before.

This official story, within Horizon’s canon, takes place before Aloy arrives in the Forbidden West. But how did we establish the storyline?

Establishing the Storyline

As soon as Horizon Forbidden West was released, we started looking at ways to translate it into a board game. It’s always the instinct of a game designer to… well, design. But, in this case, we knew from talking to players that people loved the engine we’d created for Zero Dawn .

So, we had a solid foundation to work with to create this next installment in the tabletop Horizon universe. Still, that didn’t mean there wasn’t space for something new. But what could that be?

Usually, this kind of question would require a lot of back and forth before we arrived at an answer. But this time, we knew instantly: Storytelling .

The world of Horizon is so rich, vibrant, and characterful, that it already had a grip on the avid roleplay and board gamers here at Steamforged. The video game does such a great job of creating an immersive world that we couldn’t help but wonder about the stories happening just out of view.

Fast-forward to our arrival in Amsterdam to meet with Guerrilla’s Narrative Team, eager to state our case for creating an original narrative for the board game.

What followed was an incredible discussion of the possibilities we could explore in this new, machine-infested frontier. How about the impact of the Red Blight? The arrival of the Quen? How the Forbidden West was affected by the Battle of Alight?

But, ultimately, there was one topic we kept coming back to: The early days of Regalla’s rebellion.

Not only is there a fantastic tale to be told — although, we are utterly sworn to secrecy on the details for the moment! — but, due to the rebellion’s timeline, it offers a never-before-seen perspective on one of Horizon Forbidden West’s most compelling storylines. Through compelling new characters, players will get an insight into those who chose to leave their tribes to don the green and red of Regalla’s rebellion.

How it Plays

So, what does that mean for the board game itself?

Well, we’ve designed new narrative sections of gameplay that occur between combat encounters (more on those soon!).

Think of these narrative sections as non-combat sections of a video game. In these scenes, you’ll have to make several important choices that will impact not only the combat encounters to come but your entire campaign. Sometimes, that’s a conversation, like in an interactive cutscene, where your choices determine what you will learn. Other times, you may explore a settlement with limited time, unearthing clues or items that will earn you an advantage in your next encounter.

On this journey, you’ll meet new and familiar characters, explore the Forbidden West, look into curious machine attacks, investigate intrigue, and take on quests to help the West’s tribes and clans.

As you fulfill Chief Hekarro’s mission, every decision you make has the potential to cause lasting effects. Machines will adapt, Regalla’s rebellion will get stronger, and the Red Blight will continue to spread.

Which Tenakth heroes will you befriend? Which will you make an enemy of?

Are you ready to uproot the seeds of rebellion?

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Second Designer Diary…

Machine Combat in Horizon Forbidden West: Seeds of Rebellion

Slitherfang

To do my best YouTuber impression, I’m your host, Fraser McFetridge, Lead Designer for Seeds of Rebellion. If you missed the first diary introducing the brand new, canonical storyline we’ll be exploring in the game, you can find it here.

Now everyone’s up to speed, let’s talk about how machines are different in Seeds of Rebellion compared to Horizon Zero Dawn: The Board Game. Hint: Did someone say ‘Apex Machines’?

Fully Cooperative Gameplay

Once we’d established Seeds of Rebellion would be a story-driven game told through interactive scenes, explorable settlements, and player-led investigations, we had to figure out how combat would not only fit around that but also be improved by it.

After looking at various options, we decided the best plan would be to make combat — and the entire game, for that matter — fully cooperative.

This is an evolution of the popular semi-co-op gameplay of Horizon Zero Dawn: The Board Game, where players work together to take down machines but ultimately compete to earn glory within the Hunters Lodge.

This means that, although Seeds of Rebellion is built on the Zero Dawn board game engine, there are some key changes when it comes to fighting machines.

Ever Deadlier Machines

As you might expect, once we removed the semi-competitive element that comes with players having their own, glory-driven agenda, the new opportunities for gameplay became very interesting.

Rather than furthering their own reputation, players will now be working together to bring down machines and coordinating to evade their attacks.

Which, in turn, meant the machines needed a little recalibration to even the odds.

This was a LOT of fun for us during the design phase. There are many, many ways we could make machines more dangerous, and we had a great time testing them out.

For example, we’ve introduced new behaviour effects, like the Clawstrider’s ‘link’ ability:

Clawstrider & its Cloud Burst Card

With ‘link’, the Clawstrider will link its behaviours to immediately take another turn — without giving the Marshals a chance to act — which can get really messy, really fast!

But don’t reach for the panic button just yet. There are always ways to stop things getting out of hand…

Destroying Machine Components

When you fight a machine in the Horizon Forbidden West video game, they don’t go down in one shot. Or in one piece, for that matter. Part of the fun and skill of the game comes from discovering weak spots, crafting the right arrows, and using them to destroy the machine’s important components.

We explored this to an extent in Horizon Zero Dawn: The Board Game but are taking it further in Seeds of Rebellion. We’ve not only increased the number of components on the larger machines, but we’ve also made them more integral to their turn-to-turn behaviour.

Clawstrider & its Acid Bomb LauncherFor instance, destroying Armoured Plating A not only reduces the Clawstrider’s protection, but exposes its Acid Bomb Launcher. This gives players the opportunity to do some serious damage and significantly weaken one or more of its behaviours.

This new, card-based component system brings a ton of new gameplay options to the table.

With it, you can discover a machine’s weak point—or points—before taking it on. You can expose new components that alter a machine’s behaviour mid-fight. You can even overload an elemental component, turning the machine’s own weapons against them!

As you can see, this updated feature opens up a world of potential for unique and dynamic combat encounters and machine design. Imagine, for example, that you’d be given the objective of detaching a key component from a particular huge machine, long before you’d levelled up enough to take it on in a fight to the death…

Machine Evolution: Enter the Apex

Last but not least, because Seeds of Rebellion will have a narrative campaign, this gave us the opportunity to introduce an aspect of the video game that we’re incredibly excited about: Apex Machines.

In Horizon Forbidden West, when Aloy brings down enough machines of a certain type, she’ll start to encounter more dangerous Apex versions of that machine. And you’d better believe we’re bringing that into the board game.

Using component and behaviour systems, and our brand-new Machine Databank (more on this later!), each machine in Seeds of Rebellion—from the Tremortusk to the Burrower—will adapt and evolve throughout the campaign.

It’s not just bringing down machines, but HOW you bring them down, that will impact how they adapt, and how dangerous they will be when you next come face-to-face. Hunt wisely!

Burrower

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Le Designer Diary numéro trois est là…

Stealth, Component Hunting, and Deck Building in Seeds of Rebellion

Now you’ve got a glimpse of just how dangerous those machines can be, let’s take a look at what new tools your Marshals have to tackle the challenges ahead.

Nagallo

New here? Here’s a quick background — Horizon Forbidden West: Seeds of Rebellion is a new, standalone board game that uses the same engine as Horizon Zero Dawn: The Board Game with some key differences. Unlike Zero Dawn, Seeds of Rebellion is fully cooperative and story-driven, so we’ve made some changes to the player and machine mechanics to work with that new experience.

Stay Stealthy

There’s a lot to get into here, so let’s start with one of the bigger features.

Once we decided to make Seeds of Rebellion fully cooperative, we knew we’d need to take a serious look at one element in particular: stealth and alerting enemies.

A core part of Horizon’s gameplay DNA is the stealthy process of preparing the field of combat before an all-out melee. Aloy crouches in tall grass, lays traps and triple-notches elemental arrows, then fires off as many shots as possible before her target is alerted to her presence.

We knew how important it would be to translate this core experience to the tabletop, and spent many (many, many) hours testing possible iterations. Ultimately, here’s where we landed:

Threat Tracks

In Seeds of Rebellion, each Marshal has their own threat token, and the enemies share an alert token. When your Marshal acts, their token moves up the track. Some actions, like attacking, move the enemies’ alert token down. Guess what happens when those tokens meet?

The responsible Marshal’s token moves to the threat track, they’re revealed, and the enemies (ALL the enemies!) stop their docile patrol and go on the offensive.

It’s a simple system that offers you a breadth of gameplay options. Could your actions leading up to an encounter buy you more time? What secondary objectives can you achieve, staying hidden while the Marshals who’ve been revealed distract your enemies?

Will you build your action deck, equip weapons and armour for a stealthy approach, or run into combat bellowing a warcry? Destroy a machine’s deadly weapon before they can use it against you? Litter patrol routes with incapacitating blasts?

Ritakka

Oh, and speaking of, traps are something else we’ve redefined for Seeds of Rebellion.

Setting Traps

Once we’d made the gameplay co-op and updated the stealth mechanics, we had the perfect opportunity to revisit how traps work in the board game.

Now, every Marshal has a trap card as part of their standard equipment. Like weapons and armour, traps can be upgraded or swapped as your campaign progresses (more on that later).

Piercing Tripwire

Cleverly-placed traps can be the difference between life and death in the Forbidden West. Simply put, enemies set them off when they move onto them.

Easy. But… maybe not that easy. Because those traps don’t just hurt enemies. They hurt everything around them! So, take care to lure your enemies, but don’t get yourself, or your fellow Marshals, caught in the blast.

And we didn’t just update traps. We designed a whole suite of new abilities around them. Which Marshal among you will learn to hide, misdirect, and dominate the battlefield from the shadows, as an expert trapper?

Lowland Hunter

And there’s more…

Yes, Marshals can place their own traps. But the Forbidden West is as deadly as it is majestic, which means the environment itself can prove the deadliest trap of all.

We’ve designed a variety of unique environmental traps for our new, story-driven combat encounters. They might take some effort to set off, but the payoff will be worth it!

(A little pro tip for you: The set-up might be something to work on while you’re still hidden…)

Growing Your Character: Component Hunting and Deck Building

Last but not least, how will your Marshals actually develop and make progress in the board game?

I’m sure this won’t be a massive surprise, but we had a LOT of fun designing all new weapons, armour and abilities for new tribes and clans. I’ll get into specifics on those in another upcoming blog.

For now, let’s look at how character progression works overall.

Desert Hunter

As you’d imagine, changing from the hunting quest format of Horizon Zero Dawn: The Board Game to a narrative campaign has some big implications for character progression.

First off, the campaign is longer. Quite a bit longer. That left us with two options: More spaced-out progression, or more stuff to progress with.

We chose more stuff. Which led to too much stuff for me to cover in detail here, but we can talk broad strokes.

To start with, if you’ve played the video game, you’ve probably hunted for specific components to upgrade your gear. Now, we’re bringing that to the tabletop!

In Horizon Forbidden West: Seeds of Rebellion, not only is there an entire arsenal of different weapons and armour not featured in the Horizon Zero Dawn board game (to go hand-in-hand with the new machines and rebel salvage), but each can be upgraded through unique, in-game objectives.

Not only that, but when you meet new NPC’s, complete quests, and explore different territories of the Forbidden West, you’ll collect new action cards, giving you the freedom to build your decks as you see fit.

In fact, we’ve designed a slew of new action cards to give you a ton of options when it comes to building your deck.

Will you become a stealthy melee assassin? A master of the elements? An unparalleled trapper? A deadly archer? A resilient defender? A potent tactician? Or something totally new?

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