Hey guys!
How are you today? In Northern Poland, it’s quite gloomy and wet. This is going to be a running theme today (and tomorrow?). But let’s not jump the gun! First, The Daily Unlock!

The Knightfrontier, just outside the Sunken Kingdom
Daily Unlock: Panzerbrigde Clash Layout
When the Calamity first struck, it sundered the Principality in twain. The Alloy Court was still strong back then, and they well able to convince King Edelhardt to build a giant bridge to stride the widening gap.
Today, the Panzerbridge guards the way to the King’s Castle. It’ll only get harder from now on.
This Daily Unlock introduces a new Clash Board layout, the long narrow Panzerbridge! This layout will be used by some super hard Clashes, but it may also be forced on you by your position on the Kingdom Map, or as a result of an Exploration card, Encounter or player choice. And…

Panzerbridge Layout!
Dragon Bridge Runs!
Dragons do like bridges don’t they?
The Daily Unlock introduces a special kind of Clash called a Dragon Bridge Run! In a Dragon Bridge Run, you fight your normal enemy, be it a Mob or a Vassal. However, the Dragon is also present! You may attack it and maybe even score a Wound, but chances are you’ll be woefully unequipped to deal with it… And fighting two enemies at once? Madness.
So what else are you to do than run? The Dragon will move each Round, its devastating breath hot on your heels, and anything it touches will be turned to nothingness!

A whole new Kingdom!
5000 backers SSG: Sunken Kingdom of Utrebant added to the Core Game!
I think a lot of you have been looking forward to this! As you know, board game manufacturing works based on the economy of scale, the more people buy the game, the cheaper it is to produce. So, after reaching 5000 backers, we’re proud to announce the Sunken Kingdom of Utrebant is being unlocked for the Core Game box!

Do not get sucked in…
New Kingdom
This means you’re getting a whole second Kingdom to roam about, the Sunken Kingdom of Utrebant. We wrote about it in Update #4, but if you’ve missed it:
And no other Kingdom has been so afflicted like the prosperous, yet perilously situated Duchy of Utrebant. You see, the Duchy’s domain was spread wide, but thin, covering a long stretch of land, from the stone spires and machinated domes of the North, along the bountiful provinces and picturesque castles to the east, all the way to the red chapels and port city-states of the South. And in the west? The Great Sea.
Besieged from all sides by rivals, with nowhere to grow.
Ah, but nothing is beyond the ingenuity of Man, yes? So the Duchy of Utrebant expanded to the west, ripping whole swathes of land from the ravenous sea, draining it with the use of windmills, and pumps, and magic. Some say, it was the magic of the Ancestors, whose ziggurats and megalithic ruins still littered the region.
Some say, it was sin.
Once Utrebant was known for its flowing flower fields and colorful windmills, for its extensive polders and long dikes. Today it drowns in the fetid mud, a marshland of death and a dead dream. Only the stone structures of the Ancestors bear witness.
Today it is known as the Sunken Kingdom, and like a living being it slithers through the Deep Fog, coiling itself around the other Kingdoms, drowning all in the First Sin.
New Curse, the First Sin
The First Sin is barely understood. Some people are simply pulled beneath the ground and never heard from again, others drown with mud seemingly spilling from inside them. Others still are becoming wild, turning into primitive creatures, not unlike the First Men…
The Curse of the First Sin influences all aspects of the Sunken Kingdom, Delve and Clashes alike!

The dreaded Villagesea.
New Kingdom Map cards
A whole slew of Map cards for the Sunken Kingdom are introduced, including a new card size, double long! The Delve mechanics for the Sunken Kingdom are quite different, as you won’t be getting Clue information on the current Kingdom card – instead, the back of the Sunken Kingdom Map card will suggest what type of Clue it may contain, including the new, sought-after Clue type, Grail!
Watch out for tight passages, cards being drowned in the sea of mud and roadless wastelands!
New Kingdom Encounters
The game gets over a hundred brand new Encounters tailored to the Sunken Kingdom of Utrebant. Abandoned windmills and ancient pumping stations, ancient ruins, dangerous crossings on the Grand Dyke.

Sunken Kingdom of Utrebant Kingdom cards!
New Sunken Kingdom Secret Quests
Just like the Principality of Stone, the Sunken Kingdom will have a set of ‘mythological’ adventures and quests that will help you unravel the mysteries of its Curse: this adds another 15-20 hours of story content!
New Mechanics
The Principality of Stone was all about armor, but in the Sunken Kingdom heavy armor will get you killed! Rules for mud drowning, quicksand, poison and primal devolution are added!
New Conditions
Just more goodness! New Conditions and Condition cards are added, among them Slimed and Drowning, Poisoned and Toxified!
New Gear
New Kingdom means new Gear! From maces and shields, to special armor and support equipment that will help you survive in this inhospitable place just a while longer!
New Monsters variants
Select monsters from the Principality of Stone and the Blackreich can now wander into the Sunken Kingdom, increasing the monster variety and possible combinations!

Capital Ruins of the Ancestors.
New early game mob Enemy: the First Men of the Ruins!
Some say the First Men are the Ancestors, who built the enormous ziggurats dotting the Sunken Kingdom, seemingly resistant to the Curse of Mud, but it can’t be so, can it? Their tattered clothes and legionnaire attire won’t fool anybody, they are savages, animals! Have you seen their trolls?!

And these BEASTS are employing tactics???
This Stretch Goal introduces a new Mob Monster, the First Men of the Ruins, from the Sunken Kingdom. It includes 6 First Men standees, an Enemy Sheet, new standard sized cards (AI, BP and more, including new Tactics cards), 4 Gear cards, two Exploration card, 3 Ruin Trap tiles, 3 Ambusher markers, and rules for both the Exhibition Clash and Boss Clash.
First Men of the Ruins may look like primitive apes, but they are a more cunning foe than anyone likes to admit. They attack in packs, lead Knights into ambushes and traps. Their primitive weapons are oftentimes poisoned, and you should dread the Mudspeaker shaman hiding in their midst. It’s a good thing the trolls are nowhere to be seen…

First Men of the Ruins
Ten Thousand Succulent Fears Expansion: Schwartzreich and the Ancestor Ruins
The TTSF expansions gets an upgrade too!

The Erdbeben passages of the Schwartzreich
Schwartzreich and Ancestor Ruins sub-Kingdoms
The Kingdom cards from the TTSF expansions are already quite different, because they lead you to the underground Erdbeben passages, a dungeon made of ruined buildings. However, now they also get a new variant Trait for monsters, as well as new rules for cave-ins and overwhelming fog, making venturing to the Pit a risky endeavor!
Similarly, the TTSF gets expanded by cards for the Ancestor Ruins, where the Ziggurats of the Ancestors stick out of the mud like rotting carcasses of a long dead monster. Their unlit corridors are filled with dread and the howls of those who bow to the First Sin.
Sub-kingdoms will feel cramped and oppressing, hindering your free roam movement, but will offer a chance at a greater reward! Almost like dungeons… Plus, some of the Knight quests will require you to venture down there…
Knights’ Questlines Expansion!
Speaking of! Now that the Sunken Kingdom has emerged in the Core Game, all the Knight Books will get it integrated: Enemies, Locations, Loot and other character rewards. This will allow you to continue your personal story in both Kingdoms! Play however you like, wherever you like.

It’s so easy to get lost in the Malediction Wastewood…
Bog Witch Vassal Monster Added!
Do you hear the whispers? Do you see the stump? It’s here the Mud Wisps tried to lure you… and you came of your own accord. How foolish. How very very foolish. Do you feel your body break down into sludge? You were warned…

I’m swamped.
This Stretch Goal introduces a new Vassal Monster, the Bog Witch, from the Sunken Kingdom. It includes 1 60mm Bog Witch Miniature, an Enemy Sheet, new standard sized cards (AI, BP and more, including the First Sin card), 6 Gear cards, one Exploration card, 3 Rotting Stump tiles, 4 Mudcurse markers, and rules for both the Exhibition Clash and Boss Clash.
The Bog Witch disguises itself as a rotting stump, both in the Delve and Clash phases! It’s got a whole array of tricks up its sleeve, including the terrifying mudcurse, other long-ranged spells and a deadly drown attack for those foolhardy enough to get too close.

Bog Witch Vassal Monster
New Stretch Goals Arriving…
Oh yeah!

You have no idea yet…