Monster Hunter: World - par Steamforged Games - livraison novembre/décembre 2022

c’est quoi cette echelle…de m.rde? serieux 3 cm le perso?.. et 8 cm l’anjanah c’est bcp trop petit…

Oh là la, dejà l’editeur c’est pas ca, deja dark souls c’est pas ca… avec une echelle comme ca, meme les fans de figs vont avoir la hype au niveau de l’echelle du jeu…

pffff… une telle license…

Je ne vois pas trop ce qui te choque? 3cm ou 30mm, c’est du très classique. Il y a une poignée de jeu qui ont visé au-dessus (Oathsworn par exemple) mais la grande majorité des jdp sont sur du 28-32mm. Surtout avec des monstres avec un tel différentiel de taille avec les humains.

Avec l’exemple donné, en gardant les mêmes proportions, si tu passes le perso à 45mm, le dragon atteint 20cm, ce qui (associé à sa longueur) serait assez ridicule. Je sais que MG et CMON ont fait pire, mais perso, je ne considère pas ça comme quelque chose de positif.

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Et déjà, suivant la quantité de monstres intégrés dans le jeu, ça va prendre une place de dingue. Limite il aurait fallu le jeu en 15mm pour faire le différentiel de taille ^^

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C’est ce que fait MG. 30mm, c’est pas mal déjà. JoA c’était du 15mm je crois :confused:

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Salut, oui, JOA c’est du 15MM. Epic c’était du 8mm…

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La vraie question est la même que pour Dark Souls. Est ce que vous pret a mettre 60 euros par monstre pour les plus imposants d’entre eux alors que le but du jeu cest bien de chasser ces gros monstres ? :stuck_out_tongue:

Dark souls le all in même si pas indispensable chiffrait grave et parfois avec franchement des monstres indispensables à avoir pour les amateurs des jeux vidéos :slight_smile:

Perso ça sera Primal pour moi qui devrait se contenir dans un all in a mon avis bien moins onéreux (et un probablement meilleur jeu)

edit du post precedent: ouf, je sais ce qui m’a dérangé, c’est que sur l’ecran du PC l’echelle etait reduite de moitié, ca parassait trop petit, le rathalos faisait 8,5 cm en réel… pensait que cetait a l’echelle.

Reste à voir le gameplay, celui de dark souls est pas folichon, et effectivement Primal semble tres interessant avec une DA tres aboutie.

pour le prix ca va taxer, l’article semble parler d’une centaine d’euros juste pour 4 types de monstres, un seul biome (un type de décor de map?) --> prevoir des add ons pour le reste.

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Apparemment un autre KS devrait s’intercaler avant Monster Hunter: World. SFG a communiqué qu’ils feront une annonce le 20 septembre lors de la PAX x EGX Online. Je pense ne pas prendre de risque en annonçant que ce sera une licence Capcom :sweat_smile:

Did you know - we’ve got a brand-new, never-before-seen game being announced on September 20?

Bonne nouvelle pour primal donc!

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Session rattrapage de toutes les news perdues dans l’incendie.

L’annonce avec l’article de Dicebreaker…

Les différents niveaux de pledges…

Launching April this year on Kickstarter, Monster Hunter World: The Board Game will see you and up to three other players form a party and go on the hunt.

MHW-Dicebreaker-AnjaMaleHunter-Plan

Follow the Scoutflies on a choose-your-own-adventure-style journey, trekking through the steamy jungles of the Ancient Forest (or the fetid swaps of the Wildspire Wastes) to gather resources and search for a monster that could appear at any moment.

MHW-Dicebreaker-Rathalos-Pose

In the coming weeks we’ll be revealing more details and sneak peeks into the gameplay, contents, and the incredible monster minis that will bring Monster Hunter: World to life on your tabletop (one of which is over a foot tall!).

We’ll also be taking a look at what makes Monster Hunter World: The Board Game a true tabletop adaptation of the awesome video game. Join the mailing list so you don’t miss it.

But for now, let’s take a look at what you came for—the pledge levels!

MHW-Entry-Pledge-HLO

MHW-Core-Pledge-HLO

MHW-All-In-HLO

We’ll be sharing details on exactly what L, XL, XXL, and XXXL monsters are in which pledge over the next few weeks.

Le Designer’s Diary…

La date du KS et le teaser…

Launch date revealed! Monster Hunter World: The Board Game is stomping onto Kickstarter April 20 this year.

Présentation du Great Sword Hunter

The Great Sword Hunter

From the journal of Jamie Perkins, Lead Developer

Playing as the great sword hunter will put you in control of one of the most iconic weapons in the Monster Hunter universe.

MHW-Board-Game-Great-Sword-Hunter-Miniature

Brutal and deadly, the great sword commands respect among hunters for its incredible stopping power. The one who wields it hits hard, building charge with each attack to unleash formidable strength at the end of a combo.

Weapon Upgrades

Before we get into the details of the great sword hunter, a quick note on something we’re all dying to hear about: weapon upgrades!

As you’ve probably realised, the board game hunters are characterised by their weapons. Just like in the video game, your hunter’s weapon functions as your hunter class.

So, you’ll start with a unique attack deck based on that weapon, and things only get better from there. Crafting weapons is a huge part of the video game and the board game is no different.

You’ll be able to use the ore and bone materials you find in the gathering phase to craft different versions of your great sword. And once you start slaying monsters and bringing loot back to HQ, your weapon options get even more powerful…

Great-Sword-Blog-Weapons-Card-Fan

Fighting Style

Love building up to a big finish? Then the great sword hunter is for you!

This hunter is all about patience. Step by step, you’ll use smaller attacks and charge ups before unleashing massive damage in a powerful finishing move.

An excellent example of this fighting style is Overhead Slam:

Great-Sword-Attacks-Overhead-Slam

A single Overhead Slam deals only mild damage. But chain them in a combo? Someone better tell the Meowscular Chef, because now we’re really cooking!

Movement and Positioning

In true Monster Hunter style, the great sword is one big weapon. So big, in fact, that its sheer size and weight makes it harder for this hunter to move around as easily as the others.

Because of this reduced mobility, you’ll need to think carefully about changing position when using this hunter. Ideally, you want to give yourself the maximum capacity for damage while avoiding the worst of the monster’s inevitable retaliation.

Spend too much time repositioning and you’ll have no stamina left to attack!

But if you use your stamina wisely, position yourself well, and build up a combo, and you’ll be able to unleash powerhouse attacks like the True Charged Slash:

Great-Sword-Attacks-True-Charged-Slash

Drop one of these babies at the end of your stamina board and you’ll deal FOUR damage cards to the unlucky monster you’re fighting. Boom! Big finish.

In fact, you might notice a new symbol in the bottom right hand corner of the True Charged Slash card. This is the combo symbol, and it shows the amount of face up attack cards you need on your stamina board before you can play this attack.

(Remember, you can choose to play some attack cards face down for extra movement, but these cards won’t count towards a combo because they aren’t face up.)

Because True Charged Slash is a powerful attack, you need to build up some momentum before you use it—2 attack cards worth of momentum, to be exact.

You might also have noticed the stamina bar fades from yellow to orange, stopping before the end of the card. This means True Charged Slash is a stamina end card.

Playing it will end your turn, so make sure it’s the last thing you plan to do!

~ Journal Ends ~

Présentation de la Bow Hunter

The Bow Hunter

From the journal of Jamie Perkins, Lead Developer

Right place. Right time. Avoiding monster attacks by a hair’s breadth and striking their target with equal precision.

MHW-Board-Game-Bow-Hunter-Mini

Yes, the bow hunter is a master of range and timing. This smart marksman punishes monsters with a hail of arrows before choosing the right moment to close in for the finishing shot.

Weapon Upgrades

MHW-Bow-Hunter-Card-Fan

Just like the great sword hunter, you’ll start with a unique attack deck based on your bow and related upgrade options you can craft from bone and ore. The more monster loot you claim, the better your weapon choices become!

Fighting Style

Picture it. Arrow nocked. Your breathing loud in your ears. Beads of sweat popping out on your forehead as you wait for the perfect angle to let fly.

When you control the bow hunter, judgment and positioning are key.

You’ve got a variety of deadly ammo coatings and shot types to play with. All you have to do is stay on the move and keep your eyes peeled for where to land them.

Easy, right?

Let’s look at Charged Shot as an example:

MHW-Bow-Hunter-Charged-Shot-Card

To help you keep your distance, most of the bow hunter’s attacks are range 2 or higher. The increased range gives the bow hunter way more positioning options than most other party members, which you’ll want to keep in mind when you’re assessing the board state to decide your next play.

(After all, this is a cooperative board game.)

Charged Shot can help with your decision-making by offering extra damage when you attack from range 1.

But the most unique thing about the bow hunter is their ammo coatings. These nasty-but-nice (for you) little surprises dip your arrows in various substances which can modify any damage-based attack in your deck.

I’m talking increased damage, higher likelihood of breaking monster parts, poison, paralysis, elemental damage—you name it!

Take Power Coating, for example:

MHW-Bow-Hunter-Power-Coating-Card

You’ll find this handy card in the bow hunter’s starting deck.

As you can see, it increases both the damage and the monster-part-breaking potential of the next attack card you play.

Pro (arrow) tip—you could even play multiple Power Coatings to stack the effect on a single attack card. Finishing shot, indeed!

~ Journal Ends ~

Présentation du Dual Blades Hunter

from the journal of Jamie Perkins, Lead Developer

The dual blades and great sword hunters both wield sharp weapons, but there the similarity ends.

You could even go so far as to say they’re spiritual opposites. Where the great sword hunter trades movement for raw power, the dual blades hunter favours swift strikes and high mobility—dashing in with a flurry of blows before dodging to safety.

Dual-Blades-Miniature-Render

Weapon Upgrades

Like the great sword and bow hunters, you’ll start with a unique attack deck based on the dual blades and a selection of upgrade options you can craft from bone and ore. The more monster loot you claim, the better the weapons you can craft.

Dual-Blades-Weapon-Card-Fan

For an overview on how hunters work on the tabletop, check out this journal entry.

Fighting Style

Elegant and graceful, this hunter’s fighting style is best described as a dance of death. Or, if you’re feeling less poetic, the “hit and run” approach.

Either way, it’s acrobatic and involves moving around the board with serious pace.

Take, for example, the Lunging Stab:

Dual-Blades-Hunter-Lunging-Stab-Card

As you might expect, dual blade attacks often come with movement. This hunter also tends to draw a high quantity of damage cards for each attack, so it’s worth considering when you want to play certain cards.

For example, if Lunging Stab is the first card you play in a turn, you can draw three damage cards—impressive for an early play!

Still, don’t expect to be dealing serious damage with every hit. The dual blades hunter may draw more damage cards per attack than the other hunters, but their damage deck also features more damage cards with a value of 1.

Think less ‘final blow’ and more ‘slain by a thousand cuts’.

Although Lunging Stab isn’t the best example with it’s agility value of just 1, the dual blades hunter is incredibly mobile. Many of this hunter’s attack cards have agility 2, making it far easier for them to move around the board than the other members of the party.

Of course, if you need to land serious damage, there is a way:

Dual-Blades-Demon-Mode-Attack

Perhaps the most important ability in the dual blades hunter’s arsenal is Demon Mode. Play this card and your damage per attack will go through the roof for the rest of the turn!

~ Journal Ends ~

Présentation de la Sword & Shield Hunter

The Sword & Shield Hunter

From the journal of Jamie Perkins, Lead Developer

With both sword and shield, it’s no surprise this hunter is a great all-rounder, able to bring both offence and defence as the situation demands.

Sword&Shield-Hunter-MHW-Board-Game

Gritty and determined, this reliable ally is the heart of any hunting party, wearing monsters down over time with constant (and precise) attacks launched from behind their shields.

What? If you had a shield, you’d use it!

Weapon Upgrades

Speaking of shields, if you’ve been reading this journal, you probably already know the drill on weapon and equipment upgrades. But here’s a refresher, just in case:

You’ll start with a unique attack deck based on the sword & shield, plus upgrade options you can craft from bone and ore. If you want better weapons to take on harder monsters, you’ll need to slay more monsters to claim more loot. Then, use that loot to craft better weapons. Simple? Yes. Easy? Not a chance!

Sword&Shield-Weapon-Card-Fan

Fighting Style

Consider yourself adaptable? Give the sword & shield hunter a spin.

This methodical machine brings skills for every situation and can push hard or stand steadfast behind their guard.

A great example of their fighting style is Guard Up:

Guard-Up-Card-Sword&Shield-Hunter

With its massive temporary boost to armour and elemental resistances, play Guard Up when dodging just isn’t an option.

And the defence doesn’t stop there. As well as their Guard Up cards, the sword & shield hunter also has more bonus armour on its weapon cards than most hunters.

It’s never enough to make them impervious to monster attacks but when you’re backed into a corner, taking a little damage is better than being eaten!

To show you just how versatile this hunter is, let’s take a look at Shield Bash:

Shield-Bash-Card-Sword&Shield-Hunter

Why is that versatile?

For one important reason:

Once you’ve played it, it can be immediately removed from your stamina board, freeing up a slot for additional attacks.

Managing stamina is important for any hunter to make the most out of their turn, so cards that help you free up space on your board (and thus conserve stamina) are very useful indeed!

~ Journal Ends ~

Présentation du livre de quête…

Choosing Your Own Adventure in the Gathering Phase

From the journal of Jamie Perkins, Lead Developer

When you’ve chosen a monster to hunt, you’ll need to do exactly that: hunt. Yes, just like the video game, you have to track the beast down before you can do battle.

(After all, it’s not called ‘Monster Wait-Around-For-You-To-Attack World’, is it?)

You’ll do this using your wit, your cunning, your ever-helpful Scoutflies and, of course, your quest book.

Using the Quest Book

Each monster has a unique set of adventures for use during the gathering phase. These can be found in one of the game’s quest books.

For example, all the adventures for the Ancient Forest monsters are conveniently located in the Ancient Forest quest book.

Ancient-Forest-Quest-Book

Each monster has its own section in the quest book. So, the first thing you need to do is find the section for the monster you’re hunting.

We don’t want to give too much away, so I won’t show you a full page just yet. Suffice to say you’ll be presented with a page of potential starting points for your quest.

(You’ll also see other useful information, such as the different quest types you can choose for that monster.)

These starting points contain sections of text, known as ‘entries’, that will offer you a choice. Just like a choose-your-own-adventure book, the decision you make will determine which entry you turn to next.

As you progress from one entry to the next, you’ll discover monster tracks (i.e. track tokens) and useful snippets of information to help you find the monster as you explore the New World.

Again, each entry will usually present you with a choice and its associated results. Sometimes a choice will cost you time. Sometimes, a choice will grant you bonus resources that are useful for crafting new weapons and armour.

A word of caution: don’t be too tempted by bountiful scavenging. Gathering resources is great, but it may not be the most efficient route to the monster.

TL;DR - Try to balance your “Oooh, shiny!” tendencies with your monster hunting instincts.

Example Choices

Now, let’s take a look at an example entry from a Great Jagras adventure:

Great-Jagras-Quest-Entry-26

As you can see, one choice is only open if you’ve collected certain resources. In this case, you’d need to have a Great Jagras hide. Gated choices like this mean different paths might open up in later adventures.

Speaking of later adventures, each time you track a monster, you’ll begin from a different starting point. So, your experience in the gathering phase will be different even when hunting a monster you’ve hunted before.

However, that doesn’t mean every part of your adventure will be unique. Just like in the video game, as you’re exploring, you may find yourself on a path you’ve seen before. You might even choose to repeat choices on purpose as you begin to learn the terrain, to produce certain effects.

Or you might make a different choice the next time around, to explore somewhere new!

Whatever you decide, one thing’s for certain: you’ll eventually find the monster, and that’s where the track tokens you’ve been gathering come in.

Track Tokens

Once you’ve successfully tracked down the monster, you’ll flip any track tokens you’ve collected along the way. Each track token has a number on the back to show the number of tracks you discovered.

Great-Jagras-Quest-Entry-30

More or less tracks isn’t better or worse — it simply determines the state you find the monster in and changes how it behaves during battle. Yep, you got it: even monster behaviour can be different from one battle to the next, depending on your choices.

After all, they are wild and unpredictable beasts—and it’s your job to hunt them down.

Welcome to the Fifth Fleet. We’re SO glad to have you on board!

~ Journal Ends ~

Les Monster Mechanics

Monster Mechanics in Monster Hunter World: The Board Game

From the journal of Jamie Perkins, Lead Developer

It’s good you’ve learned a thing or two about being a hunter, because the monsters of the New World are no joke.

They’re wild, they’re deadly, and they like to throw their (significant) weight around. So much so that it’s actually the monster who controls the flow of battle, while you react to their behaviours and pick up small clues on what they might do next.

Lucky for you, I’ve kept track of every beast I’ve encountered right here in this journal. In the coming weeks, I’ll be sharing what I’ve learned with you, to help you figure out how to fight these foes.

But I’m getting ahead of myself.

Before we can get up close with the creatures of the New World, you’ll need a basic idea of how they work. And there’s only one way to give you that—by heading straight into the hunting phase.

Monsters in the Hunting Phase

As mentioned above, it’s the monster who sets the pace of combat.

How?

By taking their turns first. And because the way they behave during that turn determines how many hunters get to act before they strike again.

You see, because these beasts are so massive—and their behaviours varied in agility, damage, and range—your best chance is to react to what they do and attack when the opportunity arises.

That might be multiple hits in a row, or a quick dash in and out to avoid a crushing blow.

Speaking of blows…

Monster Behaviour Cards

Each monster has a unique set of behaviour cards drawn from a shuffled deck. So, not only will behaviours appear in a random order, but you might also draw different behaviours for the same monster each time you hunt them.

(Monsters can be hunted more than once, at different difficulty levels and for extra loot!)

Still, although behaviours might vary from quest to quest, you’ll still recognise signature attacks and patterns from the video game.

For example, the Diablos has a tendency to charge straight at you, while the Tobi-Kadachi specialises in thunder elemental damage and paralysis, and so on.

When a monster takes its turn, you’ll draw a behaviour card to determine what it does. Usually the card will include a movement and an attack—but not always both, and not always in that order.

Because monsters are controlled by their behaviour cards, these cards include a bit more information than the hunter attack cards.

Let’s take a look at a Great Jagras behaviour, Belly Charge, as an example:

MHWtBG-Great-Jagras-Belly-Charge

Behaviour cards are read from left to right, just like hunter attack cards.

The first symbol—that one that looks like an eye—is a targeting symbol. This tells us the monster will go after the hunter that’s furthest away. Standing on the edge of battle doesn’t mean you’ll be safe!

Next up, we have a movement symbol that looks an awful lot like the directional pad of a video game console controller. What a coincidence, right?

At the top of that movement symbol is the number ‘3’. Together with the targeting symbol, this means the Great Jagras will move 3 nodes towards its target, i.e. the furthest hunter.

MHWtBG-Rulebook-Excerpt

If there are hunters in its way, the Great Jagras will barge straight through like they aren’t even there, forcing those hunters to move to nearby nodes to avoid being crushed.

(They are massive monsters, after all.)

Once the Great Jagras finishes its movement, it’s time to check the attack symbol. The large number ‘6’ in the centre is how much damage a hunter will take if they’re hit.

Considering a hunter only has 8 health, it doesn’t take many monster attacks to knock them out!

But have you been hit? That depends on where you’re standing. The grid in the top right shows where the attack will reach, measured by monster arcs.

The markings on a monster’s base show the arcs—front, left, right, and rear:

MHWtBG-Great-Jagras

Belly Charge has the top of the grid highlighted red, which means the attack will hit every hunter in the monster’s front arc—whether they’re the target or not. So, you might want to rethink sticking close together!

But wait. Maybe you’re still safe. How far does the attack reach?

You’d better check the number on the yellow circle in the top left. That number is the attack’s range counted in nodes. In our case, ‘1’.

Combined with the arc symbol in the top right, this means Belly Charge will hit every hunter within the Jagras’ front arc that’s standing within range 1 (or, within 1 node).

Let’s say you’re in the wrong place at the wrong time. Game over, then? Not quite. You can still avoid the attack. To do that, you’ll need to dodge.

The number ‘3’ in the bottom left tells you how difficult an attack is to dodge. The higher the number, the harder it is to avoid!

Still standing? Great, because the last two symbols on the behaviour card are your chance to react.

The number ‘2’ in the blue circle is how many hunter turns can take place. Some monster behaviours are super fast, meaning only one hunter can take a turn before the monster acts again.

Others are much slower, giving time for three, or even four, hunter turns.

This number doesn’t change no matter how many hunters are in your party. If there are four hunters, Belly Charge will still only let two take a turn.

On the other hand, if there are just two hunters and the behaviour allows four turns, you’ll get all four turns to take between you.

But what can you do during those turns? That depends on the number in the grey symbol, which shows you how many attack cards each hunter can play during their turn.

In this case, it’s ‘2’. Again, this number can be higher or lower depending on the monster behaviour.

You’d better make the most of every chance to take the monster down. That means thinking carefully, as a party, about which hunter should go next—especially because every hunter has to take one turn before any hunter can go again, and so on.

Let’s say Belly Charge is played during a game with three hunters (A, B, and C). Belly Charge allows two hunter turns, which the party decides should be taken by Hunters A and B.

No matter how many turns the next monster behaviour allows, Hunter C will have to take the first one as the only hunter who hasn’t yet activated.

After that, all hunters are able to activate again, so any of the three hunters can go next.

Whew! We’ve covered a lot there. If you managed to keep up, there’s a little more info you can use if you know where to look.

Let’s flip over to the back of Belly Charge to check out three tell-tale icons:

MHWtBG-Great-Jagras-Belly-Charge-Back

Reading from left to right—notice a pattern yet?—we see a new symbol. This is the torso symbol, meaning the attack will originate from the monster’s torso.

Next is the Great Jagras symbol, confirming the behaviour card belongs in the Great Jagras behaviour deck.

Finally, we have a familiar symbol: the targeting symbol.

Now, this information is on the back of the card, which means it will be visible when the card is face down on top of the behaviour deck.

And if the card is face down on top of the behaviour deck, that means it’s coming next.

Which means that as you learn the symbols, and face the same monster, you might be able to take an experienced look at the behaviour deck—reading the monster’s ‘tell’—and predict what they’re about to do…

There are other symbols on monster behaviour cards, but that’s all you need to know right now.

And just in time, too. It looks like the Scoutflies are trying to get our attention!

~ Journal Ends ~

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Je ne m’abuse ou ce jeu sera basé sur des deck et pas sur des dés???

Exactement. pas de dés. C’était déjà le cas pour leur avant dernier jeu Devil May Cry: The Bloody Palace dont un des designer a bossé sur MH:W.

D’ailleur il est bien DMC ?

Présentation du Great Jagras dans le journal #8

Great Jagras

From the journal of Jamie Perkins, Lead Developer

If you’re heading into the lush tabletop jungles of the Ancient Forest set, Great Jagras is the first monster you’ll face.

Great-Jagras-Board-Game-Model-GIF

They say wild adventures often have humble beginnings—but not always. Beware underestimating this gluttonous beast. Even in this introductory quest, it’s slay or be eaten.

Succeed, and you’ll have proven yourself worthy of harder challenges, leaving you able to take on a quest for any monster in the game.

Are you up to the task? Let’s find out…

Monster Physiology Cards

We already looked at how monsters behave. Now, let’s see what they’re made of.

Each monster has three physiology cards—one for each difficulty level—showing their vital statistics.

Here’s one for Great Jagras:

Great-Jagras-Physiology-Card-MHWtBG

You can tell by the 1-star difficulty level that this is the physiology card for the monster’s assigned quest.

You can also see its starting health; elemental and status ailment resistance levels; special rules; and information on which body parts can be attacked and broken.

That’s right. Just like in the video game, breaking monster parts really matters in the board game, and comes with interesting effects.

For one, breaking one part or more guarantees you’ll earn bonus loot at the end of the quest.

For two, broken parts can change how the monster behaves in combat. Breaking the head of Great Jagras, for example, means its water elemental attacks no longer deal elemental damage.

Some part breaks can even affect hunter turns, but we won’t get into those just yet.

Oh! Don’t forget to check the monster’s special rule to see what extras you’ll need to watch out for.

In this case, every time Great Jagras damages a hunter, they regain a little health. Those greedy beasts love to feast on your mistakes!

Great Jagras Behaviours

If there’s one thing you can say for sure about Great Jagras, it’s that it loves throwing its weight around—literally. And it’s not afraid to lash out. Watch out for body slams, swiping claws, and some seriously nasty spitting.

Brace yourself for Front Claw Smash:

Great-Jagras-Front-Claw-Smash-Card

Following a 3 node move, Front Claw Smash hits every hunter unlucky enough to be caught in the monster’s left, front, or right arcs.

Any hunters who can’t dodge will take a crippling 6 damage. Given hunters only have 8 health to begin with, 6 damage is no joke. And this is the first monster in the game.

Ouch.

Moving swiftly on.

Assuming you haven’t fainted, Belly Roll Left is a torso attack. Can you guess what happens next?

Great-Jagras-Belly-Roll-Left-Card

Yes! Great Jagras does what they do best and tries to crush you under its colossal weight.

You might also notice a targeting symbol we haven’t seen before: an eight-pointed red star. If you see this, you’ll wish you’d taken several steps back, because this behaviour targets the closest hunter.

(Pssst. Don’t forget the targeting symbol shows on the back of the card, too.)

But wait a second. Belly Roll Left is an attack with a twist. Instead of moving towards or away from its target, Great Jagras rolls to the left.

If you thought standing to one side would keep you safe, think again!

After the monster moves, Belly Roll Left hits wide, dealing a massive 7 damage to every hunter in its front, left, and rear arcs.

And that’s not all. As you’d expect, being belly rolled by a massive monster can leave you a little dazed.

It’s no wonder, then, that any hunters damaged by this attack suffer the ‘stun’ status ailment—which has the added bonus of draining their stamina.

You see, when your hunter is stunned, you have to choose a card from your hand to place face down on your stamina board.

Not only does this leave you one card down, it also gives you one less space on your board, limiting your options when your next turn comes around.

Brutal.

Had enough yet? No?

Then let’s taste a ranged attack!

Great-Jagras-Spit-Up-Card

Instead of physical damage, Spit Up deals elemental damage.

So, unless your armour has the required elemental resistance—which, in the first assigned quest, won’t be the case—it won’t help you if you catch one of these to the face.

Spit Up also sees Great Jagras attack before it moves, which could catch unwary hunters off guard.

Which hunters, you ask?

Well, instead of attacking in a wide arc like Belly Rolly Left, Spit Up only attacks the monster’s target. In this case, the hunter that’s furthest away.

If that’s you, and you’re within 4 nodes of the monster in any direction, prepare to be spit up on!

If your party is still standing after Spit Up, it’s your turn. Spit Up is the first behaviour we’ve seen that lets each hunter who takes a turn play three attacks, rather than just two, so make them count!

Now, choose who’ll go first and do your worst—then get out of the way!

~ Journal Ends ~

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Et on continue avec Tobi-Kadachi

Tobi-Kadachi

From the journal of Jamie Perkins, Lead Developer

Like Great Jagras, Tobi-Kadachi is a fanged-wyvern-type monster, but the similarities end there.

Tobi-Kadachi-Board-Game-Model-GIF

Where Great Jagras is a bloated beast that likes to throw its weight around, Tobi-Kadachi is a slender creature that brushes against trees to build up static electricity in its fur.

This charge grows and grows until it’s discharged with spectacular effect. So, get ready for an electrifying encounter!

Physiology

The monsters in the New World are as varied as they are deadly. If you caught the last journal entry, you’ll notice just how different the Tobi-Kadachi and Great Jagras assigned quest physiology cards are:

Tobi-Kadachi-Physiology-MHWtBG

Tougher than Great Jagras, Tobi-Kadachi has higher health and more body armour. As you might expect, it also has different elemental and status ailment resistances.

Being an electrified monster, Tobi-Kadachi deals an awful lot of—you guessed it—thunder damage. Just check out that special rule. Shocking, isn’t it?

Yes, once Tobi-Kadachi reaches 30 health or less, Shocking kicks in to add some extra charge, boosting all thunder elemental behaviours by 1 extra damage.

If you think that’s bad, wait ‘til you face 2 or 3-star Tobi-Kadachi. Stronger monsters have even more powerful special rules, so expect that thunder damage to become even more potent…

Helpful hint: Your starting armour won’t reduce elemental damage. So, you might want to craft some thunder resistant equipment before tracking down this beast.

Behaviours

Tobi-Kadachi uses vicious bites and electrical strikes, with most of its attacks coming from the tail.

Backflip Slam, though, originates from the torso:

Backflip-Slam-Attack-Card

Think you’re safe standing behind the monster? Think again.

Behaviours like Backflip Slam can target any hunter standing within 2 nodes of Tobi-Kadachi in the left, right, or rear arcs. Yes, this nasty attack can hit your whole party at once—even the hunters waiting in the wings!

With a dodge of 4, it isn’t the easiest behaviour to avoid, and 5 thunder damage is a high price to pay for being caught out.

Record screech But hold on. How do we dodge this thing?

Dodging Monster Attacks

Dodging is, ironically, all about the attack cards you have in your hand.

Remember the agility symbol in the top right corner of those cards, that you can use to sprint extra nodes? You can use it to dodge, too!

Take Backflip Slam. Because it has a dodge of 4, you’ll need at least 4 agility to avoid that attack.

First, check the agility values of the cards in your hand. You’ll probably find you need to use more than one card to make up the 4 you need.

Got the cards? Great! Just like sprinting, you’ll need to play them face down on your stamina board to dodge.

If you dodge successfully, your hunter will suffer no damage or status ailments, so it’s a good way to avoid fainting.

But wait. What if you don’t have enough slots left on your board to play the cards?

Sorry, hunter. That means you don’t have enough stamina left to dodge, so get ready to take the hit.

Of course, even if you can’t dodge—or choose not to—your armour or elemental resistance will reduce some of the damage. Sometimes, taking the hit is the best call.

Still, you might want to bear the state of your stamina board in mind when deciding how many attacks to play during your turn. Leaving yourself enough slots to dodge the next monster attack could be a smart move.

Of course, you can get some idea of what’s coming next by checking the back of the monster behaviour card.

And, on the plus side, Backflip Slam is one of this monster’s slower and more telegraphed behaviours. Your group will have four hunter turns to use after it hits you with Backflip Slam, so make sure you give as good as you get!

Remember: any hunter whose hunter token hasn’t been flipped can take a turn. Once all hunters have gone, everyone flips their tokens and anyone can go next.

Good thing, too, because you’re about to be hit by a paralysing attack:

Tail-Swing-Attack-Card

Like Backflip Slam, Tail Swing targets the closest hunter.

Unlike Backflip Slam, Tail Swing means Tobi-Kadachi moves before it attacks, chasing down its target to line up the swing before unleashing the energy stored in its tail.

Dodge 5 makes Tail Swing difficult to avoid. Worse still, if your hunter is damaged by Tail Swing they’ll suffer paralysis, too.

Paralysis forces you to discard cards from your hand until there’s only two left, meaning you’ll have far fewer cards for attacking and moving next turn.

And if Tobi-Kadachi takes another turn before your hunter does, you’ll only have two cards left in your hand to dodge.

Fortunately, Tail Swing is also on the slower end of Tobi-Kadachi behaviours. You’ll have three hunter turns to retaliate with before it attacks again.

So if you were hit with paralysis, now might be a good time to negotiate with the group to let you use a potion, or at least play a turn so you can draw back up to five cards (and perhaps get out of the way!).

Finally, we have Rapid Bite, which is one of Tobi-Kadachi’s more conventional, physical (i.e. non-elemental) attacks:

Rapid-Bite-Attack-Card

If you used last turn to put some distance between you and the monster, you might regret it, because Rapid Bite targets the hunter that’s furthest away.

With 4 nodes of movement, watch Tobi-Kadachi launch itself across the table toward its prey!

Although 5 physical damage is lower than some Great Jagras behaviours, the dodge of 5 shows you just how challenging Tobi-Kadachi can be.

And as the name suggests, Rapid Bite doesn’t offer a lot of room for you to counter. You’ll only have one hunter turn to react before the monster strikes again…

~ Journal Ends ~

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Je me tate à le prendre du coup. Il a l’air vraiment sympa.

J’ai ré test primal raaaah il est bon celui là. Mhw a intérêt à être au niveau au mieux !

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Avec @Sesran on a été bien hypé aussi par notre partie de primal, faut qu’on se refasse ca d’ailleurs quand on aura le temps.

Je suis intéressé, le gameplay marteau était trop bon !

Un p’tit TRex ?

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