Myth & Goal - par Blacklist Games & Needy Cat Games - KS annulé à presque 200%, reboot à venir

Une interview du créateur où il parle un peu plus du gameplay vient de sortir, il y présente quelques cartes et le plateau :

J’ai eu le temps de ne regarder que les premières minutes mais il confirme que c’est bien une commande. Et que l’idée de base vient avant tout de faire des figs third-party pour BB, mais qu’on va faire un jeu quand même autour. J’ai pas été plus loin pour l’instant pour savoir si ils reparlent des standees.

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Ils viennent de mettre en ligne le Design Diary 2: Teams and Players

Hey, welcome back!

James from Needy Cat Games here again, to share some more thoughts about the design and development of Myth & Goal. If you missed part 1, you can find it here – I’d recommend giving it a read before you dive into this one, so you’ve got an overview of how the game works.

In this diary, I’m going to be looking at Teams and Players in a bit more detail. Last time I mentioned how a Team is made up of a Faction (which Players it includes) and a Focus (how it plays on the field), but let’s see how that actually works.

TEAMS & FACTIONS

In the Myth & Goal box, you’ll find four distinct Faction sets (the Durnhold Anvils, the Belhurst Imperials, the Westarch Ruffians and the Athrian Sapphires), each of which consists of a Faction Card, eight Player Cards and eight Player Miniatures. That means that whenever you choose the Durnhold Anvils team, you’ll be using the same eight players – the Factions each have their traditional mix of Player classes (more on those in a minute) which suit their overall play style.

The Durnhold Anvils

Once you’ve chosen your Faction, you tweak how your team plays by choosing a Focus Card – maybe your team’s Mighty, or Versatile, or Devious. This doesn’t affect the Players available to your team, but it gives you a special rule which can seriously impact your team’s capabilities. Your Faction and Focus also determine the cards in your Tactics Deck, and how your team advances during League Play, but we’ll be talking about those things in a later diary entry! The key point is that although a Durnhold Anvils team always uses the same mix of Player Classes, they don’t all play the same.

Some Tactics cards

That’s the second time I’ve mentioned Player Classes, so I’d better explain what they are.

CLASSES & PLAYERS

In the background, over the many years that Mythball’s been played, a number of traditions have sprung up – and one of these is the Class system. When a new recruit joins a team, they’re assigned a Class based on their skills and strengths, and this will determine the focus of their training and development for the rest of their career. In the game, a Player’s Class gives both Managers (the people playing the game) a quick way of knowing the rough capabilities of a Player from either team.

There are six Classes in the game:

  • Chargers are brutal powerhouses who specialise in tackling enemy Players.
  • Strikers are skilled players who have a good eye and a strong throwing arm.
  • Vanguards use speed and agility to zip past the opponent’s defence and receive the ball.
  • Sentinels are all-rounders who are at their best when supporting other players on the team.
  • Guardians are backfield workhorses, usually to be found defending their Gatehouse.
  • Rangers specialise in running the ball upfield, or recovering it from the enemy team.

The first three classes tend to be a bit more flashy than the second three, but a shrewd Manager will put all of the Players on their team to good use – the Fatigue and Infraction systems mean that you can’t just rely on a handful of your best and brightest!

Eagle-eyed readers will notice that the Classes draw some parallels with Player Positions in other popular fantasy football games. This is intentional, and stems from the fact that the miniatures are designed to be used in such games as well as in Myth & Goal. Constraints like this always make for an interesting game design puzzle, and we had a whole bunch of emails flying back and forth in the early days of the project as we figured out how we’d make this work for various different teams. It was important to nail this from the outset.

As well as a miniature, each Player on a team has a corresponding Player Card. During a Period of play, you’ll have five of your Players on the field at once, and their Player Cards will go into the Squad Slots along your edge of the board. The remaining three Players will be Benched, with their cards off to the side of the board. A Player Card contains all of the information you need to know about the Player, so you can see it all at a glance without having to look anything up in a rulebook or on a roster. Let’s take a closer look at that information!

Front side of a player card (left) and its « exhausted » side (right)

Top left, you’ll see the Player’s Faction Badge, which tells you which Faction they belong to.

Below that, you’ve got their four Ability Ratings: Power, Agility, Skill and Resolve. These are used in Action Tests – more on those in a future diary, but the higher the number, the more dice you’ll get to roll, and the more likely you are to succeed—or to prevent your opponent from succeeding.

On the right, there’s the Player’s Speed – how many Areas they can move in a Run action – and their Fatigue Limit. Fatigue is one of the most important concepts in the game, so I’ll explain it in a bit more detail shortly.

At the bottom of the card you’ll find the player’s Class, as well as a special rule. This rule is specific to the player’s Faction and Class, so all Durnhold Anvils Sentinels (for example) have the same special rule. This might be an ongoing bonus, or it might be a unique action that other Players can’t make.

Fatigue & EXHAUSTION

In a later diary I’ll talk more about Actions, but for now, all you need to know is that there are around half a dozen different actions which all Players can make. Run lets your Player move around the field, Throw lets them throw the ball, and Stand Up… well, the action names are deliberately very straightforward, so they’re easy to remember. During your Turn, you can make up to four Actions with the Players on your team; you can spread these between your Players, or have a single Player make them all. The only hard limit is that a Player can’t make the same Action more than once in a turn.

Whenever a Player makes an Action, you place a Fatigue token on their card. If this would mean that they now have more Fatigue Tokens than their Fatigue Limit, you instead remove all Fatigue Tokens and flip their card over, revealing its Exhausted Side.

Front side of a player card (left) and its « exhausted » side (right)

The Exhausted side of a Player Card echoes the front, but the Ability Ratings are often a bit worse, and the special rule is entirely gone. What’s more, if an Exhausted Player would be Exhausted again, they collapse and take no further part in the game. That’s a huge penalty, so a wise Manager won’t let their players get Exhausted unless they can really help it. This often leads to tough decisions, especially when Fatigue can be applied in other ways (for example, when your Player is targeted by a Tackle, you might have the option of giving them Fatigue or placing them Prone). What’s more, a Player can only recover from Exhaustion while they’re on the bench, meaning they’ll usually have to sit out an entire Period before they’re back on top…

Right! That’s more than enough for one diary entry. Come back next time to hear about those Actions in more detail – I’ll also talk about how dice rolls work, and reveal the oh-so-addictive Gambit Die. (You’ll find yourself cursing it, then cursing yourself for using it again…)

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Intéressant. Je ne me souviens plus, je crois que ça avait été discuté plus haut, ils n’ont pas quelques casseroles, black list games?

J’attends toujours mon pledge street masters deuxième édition (aftershock)
Jamais reçu la boîte deluxe d’aftershock

Ils disent qu’ils vont me l’envoyer un jour hein.
Mais d’ici là ils n’auront plus un sou de ma part.

Pour être honnête j’ai le all-in Brook City qui s’était bien passé.

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Au moins 3 jeux pas livrés il me semble

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Moui… Pas top…

Pour nuancé je dirais qu’il y a eu des GROS GROS problèmes avec Street Masters Aftershock (et ce n’est pas fini), mais qu’avant ça, Brook City c’était bien passé, qu’après ça, Altar Quest et Fantasy series 1 se sont bien passées.
Ils ont en ce moment 3 projets en cours il me semble :
Hour of need, qui devrait avoir une petite année de retard, Dire Alliance qui apparemment suit son cours et Lasting Tales qui est toujours en développement.

Je dirais que ce n’est pas la boîte la mieux organisée du monde et qu’ils ont sans doute fait des erreurs lorsqu’ils ont eu des problèmes. Mais moi j’ai plutôt confiance et je trouve leurs jeux plutôt bons (pour ceux que j’ai essayé en tout cas).

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Les livraisons des KS FS1 et Altar Quest se sont effectivement bien passées pour les souscripteurs européens… par contre les souscripteurs US, CAN et UK attendent toujours leurs pledges FS1, d’où le décalage du lancement du KS de Myth & Goal.

En terme de backlog, BG a pas mal de retard: outre FS1, ils doivent livrer

  • Hour of Need, Contra et Buddy Cop, trois jeux a priori déjà fabriqués et prêts à expédier, mais en attente de containers pour quitter la Chine
  • le reprint de Street Masters (Dragon Tide)
  • Dire Alliance
  • Lasting Tales et FS2

A titre perso, je trouve que cela fait beaucoup et j’attendrais à minima qu’ils livrent FS1 aux US et que HoN, Contra et Buddy Cop soient hors de Chine et dans les mains de leur logisticien, avant de remettre des sous chez eux.

Oui, autant j’ai toute confiance quant à la qualité de leurs jeux (gameplay et ergonomie globale, profondeur et rejouabilité) autant je n’ai qu’une confiance très relative dans leur gestion logistique.

Et plus grave, leur communication est très sèche, masque mal leur agacement et n’est en définitive pas très engageante concernant les problèmes (ils ne les cachent pas mais minimisent ou laissent voir qu’ils sont excédés).

Donc à mon avis: le jeu en sera vraiment un qui vaut le coup (pas juste des figs pour BB) mais on n’est pas près de l’avoir, même en faisant abstraction de la pagaille covidienne actuelle. Ils se foiraient déjà avant. Le changement de prestataire logistique, pour l’instant, n’a pas fait ses preuves.

…et je veux mon putain d’Aftershock payé en novembre 2018 :sob:

Effectivement j’avais oublié les jeux qui sortent directement en retail Contra et Buddy Cop, et le reprint de Street Masters.

Drapeau pour moi :slight_smile:
Même chose qu’un précédent post, je viens de découvrir blitz bowl et je suis en train de m’en fabriquer une version (vu qu’on ne peut pas l’acheter en france).
Toutes les cartes ont été traduites sur Lutece et je peux réussir à trouver 2 dés de bloo bowl pour pas cher…

Par contre les figurines de bb, faut vendre un rein pour avoir plusieurs équipes, donc myth and goal, simplement pour des figurines déjà montées et à bon prix, ça m’intéresse.

Pour le reste, à voir selon les règles qu’ils vont nous pondre, sachant que de ce côté là, ça tient généralement bien la route… Voir aussi pour le solo, sait-on jamais…

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Le type qui fait les règles de myth and goal est celui qui a fait blitz bowl :wink:

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Ca devrait donc être pas mal :slight_smile:
Wait and see…

Comme quoi la fin de l’été, ça peut-être chouette aussi

Wallace King, Charger for the Belhurst Imperials

Nouveau design diary, le 3ème de la série, avec un aperçu du gameplay…

Myth & Goal - Design Diary 3 - Gameplay Overview

Welcome back to the Myth & Goal Designer Diaries! So far I’ve given you an overview of the game and talked about the Players that make up a team; last time, I promised I’d talk a bit more about actions, but it occurred to me that I haven’t really given you a zoomed-out view of the game! That’s probably a sensible thing to start with – a zoomed-out look at the game board, how a game plays out, and how a team uses its Tactics Cards. A well-organised designer might have introduced these high-level concepts in the first or second diary, before going into detail, but I’ve never claimed to belong to that camp and I don’t plan to start now.

Right, let’s dig in.

THE BOARD

The mythball field! (NOTE: game and company logo watermarks will not be on final product)

The biggest and most important part of the game board is the field of play – that’s the big grassy splodge in the middle. This is where all the action happens! The field is divided up into a number of Areas, each of which can generally hold up to three Players at a time.

Down the middle of the field is the imaginatively named Midfield Row, either side of which are three rows that make up a team’s Half (where their Players are set up at the start of a period of play). Deep into each team’s half is their Gatehouse, a sturdy wooden wall which separates their Bastion from the rest of the field; if an opposing Player can run the ball around the Gatehouse (and, presumably, the defenders) and into the Bastion, they’ll score a mighty five points for their team. A Player who wants a slightly easier life can attempt to throw the ball through the Goal that’s lashed above the opposing team’s Gatehouse, scoring a less impressive two points. Either way, when a team scores, the scoring Player is teleported to their team’s Encampment (a tent near their own Gatehouse, which acts as a staging area for Players who are waiting to re-enter the field), along with any friendly players who are in the opposing team’s Bastion or directly in front of their Goal. This provides a gentle leg-up to the team who conceded points, and discourages Players from hanging around the other team’s scoring areas. Then the Ball returns to the field and play continues!

CONTEST STRUCTURE

Let’s talk a bit more about how play is structured. Each game of Myth & Goal represents a single Contest, in which two teams of eight players face off across the field of play, trying to score the most points over the course of three Periods. At the start of a Period, each Manager forms five of their eight Players into a Squad, relegating the remaining three to their Bench (where they can catch their breath and recover from Exhaustion, as explained in the last diary entry). Each Squad sets up in their half of the field; one team is chosen to be the Aggressor (the Home team in the first Period, the Away team in the second, and the losing team in the third) and can give the Ball to one of their Players. Once play starts, the teams alternate taking turns, making Actions with their players and either trying to score with the ball, or prevent the other team from scoring (and hopefully steal the ball, and score themselves!) Once each team has taken four turns, the Period is over. Play is continuous throughout a Period, even after a team scores, so Managers need to be careful – if they push their offence too hard, they might not have enough players in their half of the field to defend against the inevitable counterattack!

The Durnhold Anvils’ Squad and Bench (bottom-right) and the Westarch Ruffians’ Squad and Bench (top-left)

TACTICS

As well as setting up their Squad at the start of a Period, each Manager goes through their Tactics Deck and secretly chooses two cards, which they will be able to play during the Period. The cards in a team’s Deck are determined by the Set Icons on their Faction and Focus cards; this means that a Devious team will have a whole different set of cards to a Versatile one, so even if they’re both a Westarch Ruffians team, they’ll play very differently. Picking your Tactics cards requires a bit of forward planning (not to mention second-guessing your opponent). Some cards give a lesser bonus but can be used in a wide range of situations, while others are very powerful but very situational.

Examples of Tactics cards

TIME OUTS

Deciding how to build your Squad, and which Tactics will go well with them, are key elements that a Manager needs to grapple with if they want to get good! One other thing they’ll need to consider is when to use their Time Out. Each team can do this once per Contest, at the start of any of their turns. It lets them remove one of their Players from the field and replace them with a Player from their Bench, and also swap one of the Tactics cards in their hand with one in their Deck. A Time Out is a very powerful tool, letting you react to the game state, but you can only do it once. Use it too early, and you might regret it later, when you really need it; leave it too late, and you might have already missed your best moment.

We certainly hope you’re enjoying these design diaries, and that you’re finding them informative. We’ve still got a few to go – next time we’ll get into the actions and dice rolls, promise! Oh, and here’s a bit of exciting news if you’re someone who prefers to learn about a game by playing it: when the Kickstarter goes live, we’ll have a fully playable demo available on Tabletop Simulator. Exciting!

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Cette partie ressemble pas mal à blitz bowl…

Rutgrot, Charger for the Westarch Ruffians

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C’est moche quand même…

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C’est peut-être moche, mais ça reste fort proche de ce que fait Games Workshop :slight_smile: .

Je n’arrive pas à accrocher à Blood Bowl, d’un point de vue esthétique. Par contre le jeu à l’air sympa (d’après les vidéos de règles sur YouTube).

Quelques exemples d’équipe de BB (GW) :
Human Blood Bowl Team

Orc Team: Gouged Eye

Par contre, cette équipe me plaît d’avantage, c’est probablement le choix des couleurs.
Orques Noirs pour Blood Bowl

C’est le meilleur jeux jamais produit par GW selon moi :slight_smile:

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