Moi j’aime bien mais ça manque de dynamisme, sans doute un problème lié au monobloc.
Sinon je confirme bien entendu que c’est le meilleur jeu de figurines de l’Univers.
Moi j’aime bien mais ça manque de dynamisme, sans doute un problème lié au monobloc.
Sinon je confirme bien entendu que c’est le meilleur jeu de figurines de l’Univers.
C’est bien ça le problème… J’espérais autre chose. Particulièrement pour les équipes mentionnées qui sont, pour la plupart, pas terribles chez GW pour moi.
Pareil j’aurais aimé un peu de fantasy. Mais malheureusement c’est pas la marque de fabrique de Blacklist Games.
Dans ce cas là (ou des Fantasy series), l’originalité n’est surtout pas le but recherché . Leur but est de faire du générique.
Après c’est vrai que pour les persos de leurs autres jeux ils se sont souvent « inspirer » de personnages existants
Je sais bien mais ne pas faire dans l’originalité n’est pas forcément synonyme de faire dans l’ultra-basique, si ?
On peut faire une équipe d’humains (ou nain ou orcs ou elfes ) qui pète la classe. Là ça n’a pas l’air d’être le cas.
Little Finky is always prepared for big events. Be like Finky; sign up to be notified when #MythandGoal launches on #Kickstarter on Sept 21! https://bit.ly/mythandgoal
#Fantasy #fantasyfootball #orcs #dwarves #elves #boardgames #tabletopgames #tabletopgaming #halflings #goblins
J’attire votre attention sur les 2 hashtags #halflings et #goblins, les 2 teams en SG ? (Finky est dans la team orc d’après le designer diary 4)
Donc y’a aussi 2 nouveaux designer diaries :
Myth & Goal - Design Diary 4 - Actions
Hey Mythball fans, and welcome back to another designer diary! It’s not long to go now until the Kickstarter launch on September 21; have you signed up to be notified when the campaign goes live? In the meantime, let’s talk a bit more about the game’s mechanics. (If you want to catch up on previous diary entries, they’re here.)
ACTIONS
At its heart, Myth & Goal is a game all about Actions. An Action is a set of rules that a Player uses to do something on the field. There are four core Actions that are available to all Players:
- Run is the most commonly-used Action, and with good reason – it’s the main way of moving your Players around the field! This Action lets a Player move from area to area (always orthogonally, never diagonally) a number of times equal to their Speed rating. Any standing Player can make a Run Action, but if they want to leave an area that contains any standing enemy Players, they’ll have to Evade. More on that in a minute.
- Tackle is the main offensive action. It can be made by any standing Player who isn’t carrying the Ball, and lets them hurl themselves at an opposing Player in the hopes of giving them Fatigue or knocking them down.
- The last two Actions, Pass and Shoot, work in a similar way. They’re only available to a player who’s carrying the Ball, and are used to throw the ball to a teammate or attempt a throw through the Goal above the other team’s Gatehouse.
In addition to these core four Actions, some Players have unique Actions listed on their Player Cards, and others can be found on Tactics Cards (which can be played once per game). Sometimes, these modify existing actions in interesting ways; Morik Rokland, Charger for the Durnhold Anvils, can make the Bull Charge action, which lets him move into an adjacent area (automatically Evading any enemies) and then make a free Tackle action. Other times, unique Actions are a bit more unusual; the “Swipe the Ball” tactics card lets you target the Ball Carrier and give them a choice: take Fatigue or drop the ball.
Examples of Actions on cards (noted by the Action symbol, which looks like a little arrowhead)
When it’s your team’s turn, you gain four Action Tokens, and can spend each one to make an Action with one of your Players. After the Action’s been resolved, you flip the token over – revealing the « Fatigue » side – and place it on the Player’s card. If you want to know more about why that matters, check out the second designer diary in which we spoke about how Fatigue affects Players!
When you place an Action token on a Player, it becomes Fatigue (the opposite side of the token).
So that’s a decent explanation of what Actions are, but I’ve not really talked about how they work. A lot of Actions feature an element of uncertainty; will your Running Player manage to Evade the opponent who’s trying to slow them down? Will your Tackle hit hard enough to bring down the ball carrier? Will the Throw be intercepted? Whenever this is the case, the rules call for an Action Test – which will make use of some rather flashy custom dice.
Each player has a set of five Check Dice and a single Gambit Die. Each Check Die has a combination of Hit and Block symbols on its faces, with a slightly greater number of Hits than Blocks. The Gambit Die features the same symbols but in greater quantities, as well as the dreaded Infraction Symbol… but we’ll get to that!
5 Check Dice (in blue) and the Gambit Die (in purple)
An Action Test is an opposed dice roll between the two Managers, directly pitting the Player making the Action against a Player from the other team. Each Player uses one of the Ability Ratings on their card (which we also talked about in Diary 2), which determines the number of Check Dice rolled by their Manager. The number of dice can be adjusted by various factors, such as additional supporting players (increasing the number of dice) or long range for a throw (decreasing it).
Both Managers roll the dice. The Active Manager counts up the number of Hits they scored. The Opposing Manager, meanwhile, counts up Blocks they rolled; each one removes a Hit from the Active Manager’s result. Then, if the Active Manager’s result contains three or more Hits, the test results in a Full Success, which generally means the Active Player achieves exactly what they set out to do! If it contains one or two Hits, the result is a Partial Success, which might mean the Player achieves something close to what they were attempting, or might give one of the Managers a tough decision (for example, a Partial Success on a Tackle action means the target can either take one Fatigue or be knocked down).
All of this information is summarised in a handy Test Chart, which accompanies the rules for an Action (and which can be found on the back of the rulebook, for quick reference) – although in our experience, players only need them for the first few rounds of their first game.
THE GAMBIT DIE & WARNINGS
I talked about the Gambit Die earlier, and you might be wondering what it does. When a Manager really wants to increase their chance of success (or their chance of preventing an opposing Player’s success!) they have the option to include the Gambit Die on any roll. This is always an option, and doesn’t come at a cost… well, not a cost up-front, anyway.
Using the Gambit Die represents a Player giving the action their all, and possibly pushing out of their comfort zone. The results can be spectacular – most faces give additional hits or blocks, and one even doubles the number of hits or blocks in your roll (!!) – but look out for the dreaded Infraction symbol! If you roll this, it means your player’s broken one of the rigorously-enforced rules of Mythball, and will receive a Warning!
Like Fatigue, Warnings are tracked by placing tokens on a Player’s card. Unlike Fatigue, you can’t get rid of them until the end of the Contest (i.e. game). The first time a Player receives a Warning, it has no effect on play. The second one – represented by flipping the Warning Token to its Serious Warning side – comes with a Penalty. This triggers a teleportation spell, sending the Player straight to their Encampment, where they’ll have to stay until their next turn. If a Player makes a third Infraction they are Ejected from the Contest, and will not be able to take any further part in its proceedings, in the same way as if they’d Collapsed from exhaustion. Vitally, you can’t replace such a Player until the end of the Period (unless you use your once-per-Contest Time Out) which puts you at a significant disadvantage.
Finky just got a second warning, so he flips the Warning token he had to its Serious Warning side.
This presents Managers with some tricky choices. If you’re planning an all-out offensive but all of your team’s hard hitters have one or two Infractions, should you send them in… or leave them on the Bench and use some less capable players? “Give players interesting decisions” is always one of our key design aims at Needy Cat Games, and Myth & Goal is full of them!
Well, that’s probably enough for this week’s entry. Come back next time for the scoop on advanced play options, including Solo Play, Free Agents and League Play!
Myth & Goal - Design Diary 5 - Solo, League & Advanced Play
Hey folks, welcome back to another Myth & Goal designer diary!
So far we’ve talked about the game as a whole, looked at Players and their cards, given an closer look at the game board and gameplay, and had a deep dive into the Actions system. In other words, we’ve had a really solid look at the basic game!
From the start, we wanted Myth & Goal to be playable in a variety of ways. Personally, these days I find myself so busy that I really enjoy standalone games – ones that I can take off the shelf, play, then pack away and not have to think about until I decide to play it again. It was really important that this game would stand up to that sort of play, and we’re really happy with what we’ve accomplished! There’s a fantastic amount of replayability in the core game, even if you just stick with basic play; the various combinations of Faction and Focus, the different match-ups between teams, the choices of Squad and Tactic Cards in each Period… you’re unlikely to ever see two games play out the same way.
But what if you want to take things further? That’s where Advanced Play comes in, offering you even more ways to play!
It was always our plan to include multiple types of advanced play in the core game. We wanted the Myth & Goal box to be as comprehensive as possible, not just a “starter set” which players have to significantly add to if they want to experience the game as it was intended to be played. As such, the core game includes rules for team customisation, league play, and solo play – all of which can be mixed and matched, and all of which builds on the existing modularity in the base game. Let’s take a look at how they all work!
FREE AGENTS & TEAM CUSTOMISATION
The easiest of the advanced play options to implement are the rules for Free Agents. Eagle-eyed readers may have noticed that although there are eight players in a Myth & Goal team, the core box will contain 16 miniatures per team – two copies of each. This has two functions:
- For those who play Other Fantasy Sports Games, this gives you a full range of miniatures which should make sure all your positions are covered.
- It provides plenty of options for Free Agents in Myth & Goal.
Free Agents give Managers some extra options for customising their team. At the start of the first Period of a game, when you set up your team, you have the option of switching out up to two of your Players with Free Agents. These are Players who don’t hold an allegiance to any team, preferring to walk their own path and make themselves available to Managers on an ad-hoc basis.
This flexibility comes at a cost, though; as they don’t train with your team, Free Agents can’t make use of your Focus Ability, and you can’t play Tactics Cards on them. Whether that’s a worthwhile trade-off is something that each Manager will have to decide for themselves. If you’ve played a few games as the Durnhold Anvils but you’re always finding yourself falling prey to tougher opponents, taking on a skilled Orc Striker might be worth it – even if they aren’t the best team players!
Free Agents like this Orc Striker can help managers enact unorthodox strategies!
For those who want to try something even more wacky, there’s the All Star Teams option, which lets a group of Managers draft their entire team from a central pool of Free Agents.
In other words, if customising teams is your jam, Myth & Goal’s got you covered!
LEAGUE PLAY
The next advanced play option is one that will be close to a lot of people’s hearts. League play! This is a staple of any tabletop sports game; who doesn’t want the chance to get a bunch of friends together and play a run of games to determine an overall winner? For a lot of people this will be their default way of playing, so once again we wanted to make sure this was a default option in the game box rather than holding it back for an expansion.
Starting a Myth & Goal league is easy. Once you’ve figured out how many teams you’ve got, you need to decide on a format. The game comes packaged with two default formats: the Divisional League (which is designed to suit groups who want to play a slow-burn league over the course of several weeks), and the Prize Tournament (which is ideal for organised play days or weekends).
As with everything else in Myth & Goal, league play is modular, and the Organiser (the person in charge of running things, who is also fully capable of playing in the league as a Manager) can choose from various options when setting up the league. Experienced Organisers will no doubt remix things entirely and come up with their own systems, but we wanted to make sure that league play was easy and accessible for everyone, even if they’ve got no experience running a tabletop sports league.
League play rules come in the base game and are perfect for playing over multiple games.
One of the most exciting elements of league play is the idea of team advancement. This is the default in Divisional Leagues and an option for Prize Tournaments; by default, Prize Tournament teams get to choose a number of advancements at the start of the competition, and keep them throughout. After a league game, both teams gain a number of Training Points (more if they play against a stronger team, fewer if they take on a weaker team) and can spend them in a few different ways, or save them for later.
First, you can Refocus your team by removing its Team Focus card and replacing it with a new one. If you want to keep your opponents on their toes and switch up your play style mid-league, this is a good way to do it – although it’s arguably not a great investment, as it just changes how your team plays without giving you a significant advantage. If you don’t mind spending more Training Points you can Diversify your team by giving it a second Team Focus card. This comes at a high cost, but gives you access to a lot more Tactics Cards during a game. A Diversified team chooses one of its Focus Cards at the start of each Period; maybe your Nimble team doesn’t mind bending the rules in the third Period, so they make the switch to a Devious play style.
In my opinion, though, the most satisfying way to spend your Training Points is on Advancement Cards for your Players. These extend the Special Rule section of the Player’s card, giving them new passive abilities, bonuses on specific tests or unique actions. Each Player can only have a single Advancement card, but each card can also be upgraded with more Training Points to become a Star Advancement, giving the Player an even more impressive version of the special rule. The Advancement Cards you can choose for your Players are based on your team’s Focus, so just like everything else in Myth & Goal, there’s a lot of modularity and replayability on offer, and teams really start to grow apart once a league is underway!
Advancement cards allow Players to gain new abilities!
Finally, if you want a quick leg-up at the start of a Contest, you can spend Training Points to add additional Tactics Cards to your deck. This is a very low return on investment for your precious Training Points, but it lets you throw some real curveballs at your opponent by utilising tactics that they won’t expect your team to have access to.
SOLO PLAY
Okay, I’ve saved the most exciting advanced play option for last. Ever since we announced Myth & Goal, this is the thing that’s caught a lot of people’s attention, and it’s taken a lot of work to get it to the stage it’s at. Yep, I’m talking about solo play!
As I write this we’re still polishing and tweaking this part of the game, but I’m already thrilled with how it works. In short, the solo play rules allow you to play a game against a team that is controlled by the game itself. This is fully compatible with the rest of the game; you can play one-off games against an AI team, or you can use them to even out the numbers in a league. We’re even including a single-player ladder league game mode, which reminds me of playing arcade classics like Speedball and NBA Jam as a teenager, pitting my team against a succession of increasingly tough opponents in the quest to be crowned champion!
Solo play introduces three new components to a game of Myth & Goal: the Risk Gauge, the Strategy Board and the Behaviour Deck.
Examples of an AI Behavior deck and a Strategy Board, and the Risk Gauge
The solo play AI is built on a system of risk assessment, reflecting the factors that influence a human Manager’s tactical decisions. This was a vital part of designing the solo rules; in the past, I’ve mainly designed AI systems for dungeon crawler games, where enemy actions boil down to some variation on “move around and attack the heroes”. We knew this wouldn’t work in this situation, and that’s where the Risk Gauge comes in. At the start and end of each of the AI team’s turns, you use a number of criteria (how long is left in the Period, how the teams’ scores stand, and how many active Players each team has on the field) to determine the risk level. In short, the higher it is, the more risks the AI Players will take. When the gauge is low, they’ll aim to conserve Fatigue and play it safe. When the gauge is high, they’ll go all-out, Exhausting players and risking Infractions to recover the ball and score.
Use the handy slider token (currently on « 0 » in this example) to keep track of the risk level.
Each team in the box has two Strategy Boards for solo play: one which they use when they’re the Aggressor (the team that starts with the ball), and the other when they’re the Defender. The Strategy Board gives a standard setup for the team (which is adjusted based on Exhaustion and Infractions), and identifies key “Coverage Spots” on the field, which prevent the team from getting bunched up into a single part of the field.
The Strategy Board also includes a hierarchical list of Objectives. When you play solo against an AI team, you’re charged with controlling them according to this list, activating each player in turn and attempting to complete the highest-level Objective possible. For example, you might be instructed that the Player’s top priority is to recover the Ball. If this isn’t possible, they might instead move to the nearest Coverage point, or tackle the nearest enemy Player. You, as the solo Manager, are given some leeway to carry out these objectives to the best of your ability, and the game trusts you to do an honest job. After all, who would you be cheating but yourself?
An example of a double-sided AI Strategy Board; one side if they’ve got the ball, the other if they lose it.
To prevent the AI teams from being predictable, the final part of the puzzle is the Behaviour Deck. This replaces the Team Focus card that a Managed team would have (and each Focus has a matching Behaviour Deck, meaning AI teams are just as modular as their human-controlled counterparts). At the start of each AI turn you draw one of these cards, which applies for the whole turn. Some cards have a single effect; others vary based on the current Risk Level. Either way, as predictable as the AI teams might seem, the Behaviour Deck means you can never be entirely certain what they’ll do on their next turn.
AI Behavior cards might trigger different effects depending on where the Risk Gauge is at.
Phew – this turned into a mammoth diary entry, but that seems fitting as it’s the last one in the series! Thank you so much for reading and I hope these blogs have been fun and informative. I’d love to hear which element of the game you’re most excited about, so please make sure to join us in the comments section on Kickstarter when Myth & Goal launches this coming Tuesday, September 21, at 12pm EDT!
Vraiment impatient de voir ce que le mode solo peut donner !
Alors que moi c’est justement le mode dont je me contrefous.
Vidéo du KS dispo sur FB :
https://fb.watch/88M70i0hWc/
J’ai regardé en diagonale car j’ai l’impression que y’a rien de nouveau par rapport aux designer diaries mais j’aime bien l’idée du porte token-ballon rajouté sur les socles pour fig.
Pareil, le mode solo et de jolis standees : les 2 trucs qui peuvent me faire craquer !
Le jeu a-t-il des chances de sortir en boutique en VF? ou pas du tout?
C’est vraiment peu probable. Black list n’a pas l’air très intéressé par la localisation ou peut être est-ce la localisation qui n’est pas intéressé par les jeux blakc list !
Ils sont peut être… blacklisté…
C’est parti et comme je m’en doutais, pas de standees !
Myth & Goal by Blacklist Games — Kickstarter
Du coup c’est beaucoup trop cher pour moi.
Décevant, c’est non pour moi aussi.
J’avais espéré grappiller un pledge fig … ou en se mettant avec quelqu’un…
110$ + shimping pour le ticket d’entrée. Pas moyen pour moi j’aime bien ce que fait james mais les figs ne me plaisent pas (d’autant plus que j’ai déjà ces équipes dans blood bowl), et le jeu n’est pas très différent de BB. Je préfère me concentrer sur sevens
Visiblement le 110$ comprend la TVA (mais le shipping fait quand même mal). Malheureusement pour l’instant ça fait surtout Blood Bowl du pauvre (mais quand on voit certains KS de Blacklist Games, on peut s’attendre à doubler ou tripler le nombre d’équipes).
Des gens interessé pour tester sur tts ?
Même avec plus d’equipes, ça fera toujours BB du pauvre.
C’est pas faux non plus