Rosengarde - par Minstrel Creative - 2022

Du gameplay et toujours plus de gameplay avec la 3ème partie…

L'actu

STANDARD ACTIONS

STANDARD ACTIONS are general actions that all characters and entities can perform, the three STANDARD ACTIONS are MOVE, RESPITE, and INTERACT.

MOVE

ON YOUR TURN - Spend an ACTION DICE of any color to move up to a number of HEXES equal to your SPEED, then face your unit towards one of the six directions on your destination HEX to end your MOVE ACTION.

You may choose not to move any HEXES and only turn your unit towards a direction.

There are some additional rules adhered to MOVE actions:

  • DISENGAGE: If an entity initiates a MOVE action on the adjacent hex of an ENEMY unit, that entity must make a successful DEFENSE CHECK

  • INTO THE FRAY: If an entity moves into an adjacent hex of an ENEMY unit, that MOVE action immediately ends.

  • SHIFT action: sometimes an entity may gain an action effect to perform an advanced MOVE action call SHIFT, it operates as MOVE action but not subject to the DISENGAGE and INTO THE FRAY rules, which means they can move freely into and out of any adjacent hexes of the ENEMY units.

  • YELLOW (DIFFICULT) TERRAIN: An entity can enter and move past a DIFFICULT TERRAIN, but they cannot end their MOVE action on that HEX.

  • RED (IMPASSABLE) TERRAIN: An entity cannot enter nor move past an IMPASSABLE TERRAIN, any HALF-HEXES not joined with the other HEX PANEL to form a complete HEX are also considered IMPASSABLE TERRAIN.

  • RESOLVE ILLICIT MOVES - Sometimes multiple of these rule instances may happen at once and cause a MOVE action to become illicit. The rule of thumb is, if a MOVE action ends on an illicit ground, simply return the unit to the original HEX right before the unit made their MOVE action, and perform this MOVE action again.

(for example, a character unit has been forced to ends their MOVE action as they enter an adjacent HEX of an enemy unit, and at the same time, that HEX is also a yellow terrain. Since a unit cannot end their MOVE action on a yellow terrain HEX, this move action has become illicit, to resolve this, return the character unit to the original HEX right before this MOVE action and make this MOVE action gain.)

RESPITE

ON YOUR TURN - Spend an ACTION DICE of any color and make a dice check of +4 to remove a REND, DAZE, STUN, or PIN token on self. (see ATTACK ACTION SPECIAL EFFECTS for details.)

INTERACT

ANYTIME - Spend an ACTION DICE of any color to trigger an effect on an adjacent unit or special terrain. (Note: This action only see limited uses for « Calling of the Matriarch »)

CARD ACTIONS

CARD ACTIONS are available to player characters based on what cards they’ve currently equipped, the two main types of CARD ACTIONS are ATTACK and EFFECT.

CARD ACTIONS are generally provided by WEAPON, SKILL, ITEM ACCESSORY, TECHNIQUE, AND SPELL CARDS, indicated on each action box.

The number for each type of card a player character can equip is determined by their MANACORE CARD currently equipped by the character.

ATTACK

Spend ACTION DICE, MANA, and/or BLACK COUNTER and perform a COMBAT RESOLUTION (See below).

EFFECT

Spend ACTION DICE, MANA, and/or BLACK COUNTER to initiate an EFFECT action, resolve its effect as described in the action box.

Some EFFECT ACTIONS are PERSISTENT, which means their effects are always active and don’t require resources to activate, the player simply has to keep those details in mind while considering their moves.

BLACK COUNTER

Or called simply as COUNTER, some actions generate COUNTERS when activated, and are uses as resources to activate another action on the same card.

MANA

MANA are fragments of arcane power, in-game, they are used as resources when an entity performs an action that requires MANA, usually by actions on SPELL cards or special actions noted on the entity BATTLE AI CARD, there are six types of mana in total:

In a BATTLE SCENE, an entity can use mana from three sources:

MANA STREAM

Free-flowing ambient mana, represented by MANA DICES on the MANA STREAM panel, A MANA DICE provides 1 mana of a mana type as shown on its upper face, and all entities in the BATTLE SCENE can draw these dices and spend them as MANA.

To activate an action by use MANA DICE from the MANA STREAM, take the amount of MANA DICES you need to fully or partially pay for the action and activate its effect, these MANA DICES are considered spent and is temporary keep in your possession, at the end of your turn, roll these MANA DICES and return them to the MANA STREAM.

MANA SPRING

Source of consistent mana flow, represented by a MANA DICE on top of a MANA SPRING TOKEN next to the mana stream, all actions cost 1 less MANA of that type to activate for all entities in this BATTLE SCENE. (This mechanic is not used in « Calling of the Matriarch »)

MANA SHARD

A transient and unstable piece of crystalized mana, represented by a MANA SHARD TOKEN, provides 1 mana of a mana type. They are usually gain from card actions and only the entity that owns the MANA SHARD can use them. All unused MANA SHARDS are removed from all entities at the end of the BATTLE SCENE.

COMBAT RESOLUTION

Whether you’re striking with a melee weapon, firing a weapon at range, or cast an attack spell, you make a combat resolution to determine the result of your attack, and the structure is simple.

  1. Choose a target: Pick a target unit in your FRONT ARC and your LINE OF SIGHT that’s also within RANGE of your attack action’s RANGE, you may only pick enemy units for your attack.
  • ATTACK RANGE -You may pick units on your adjacent HEX with your MELEE attack, or units within certain HEXES away from your with your RANGE X - Y attack, for X and Y are the minimum and maximum range of your attack respectively.

  • LINE OF SIGHT (LOS) - If a unit puts a straight line between the middle of a the’s front edge and middle of the target’s opposing edge, and no OBSCURING TERRAIN or ENEMY UNIT of the same or larger POISE rating of the target unit in between, they are in LOS of each other. Units on the same side never block each other’s LOS.

  1. Attacking unit makes a HIT check: On a successful check, your attack hit the target unit, otherwise, your attack misses and the resolution ends.

  2. Defending unit makes a DEFENSE check: If the HIT check was a success. the defending unit makes a DEFENSE check, if they failed the check, you apply DAMAGE value to the target unit, they take no damage if they succeed the check.

  • A & B: YES - Units are in LOS of each other. as there is no OBSCURING TERRAIN or ENEMY UNIT In between.

  • C: NO - LOS is blocked by OBSCURING TERRAIN.

  • D: YES - no OBSCURING TERRAIN in between units, note that OBSCURING TERRAIN is not determined by terrain color, only the OBSCURING TERRAIN ICON on a hex of terrain does.

  • E: YES - The GERMITE-RANCIDPUS with POISE RATING of « S » does not block LOS between the STALWART SONOURNER and the CRAWLER-INVADER with POISE RATING of « M ».

  • F: NO - The CRAWLER-INVADER with POISE RATING of « M » blocked the LOS between the STALWART SONOURNER and the GERMITE-RANCIDPUS with POISE RATING of « S ».

  • G: YES - The LOS is not blocked as the WAYWARD SOJOURNER is the ALLY unit of the STALWART SONOURNER.

POISE RATINGS are in the following order: SMALL (S) < MEDIUM (M) < LARGE (L) < HUGE (H) < GARGANTURAN (G) < COLLOSAL (C)

SPECIAL EFFECT ON ATTACK ACTIONS

Some ATTACK ACTIONS may have special effects that may affect the outcome for each check (see ATTACK ACTION SPECIAL EFFECTS for details.)

FRIENDLY FIRE IN REGULAR PLAY

In regular play, A unit may never pick their ALLY unit as TARGET of their ATTACK ACTION, any ATTACK ACTION with an AREA OF EFFECT (AOE) will not affect their ALLY units within the target area either.

BATTLE SCRIPT OPERATION

Non-Player Characters and Entities don’t use ACTION DICES mechanics to perform their action, but instead, their actions are controlled by BATTLE SCRIPTS or BATTLE AI CARDS and operated by their assigned surrogate players.

Each BATTLE SCRIPT on a PROFILE CARD consists of a list of instructions to direct an entity when and what actions to perform.

Special Non-Player-Characters or entities who operate with complex tactics and abilities may have a deck of BATTLE SCRIPTS calls BATTLE AI CARDS instead, if such special entity is deployed at the SET-UP phase, the deck of cards associated with the entity is shuffled to form the AI DECK and place onto their PROFILE CARD, and a new BATTLE AI CARD is drawn on each beginning of their turns.

Most actions on Non-Player Characters and Entities operate the same way as player characters, with the TARGET action unique to NPCs.

TARGET

The entity picks a TARGET of certain criteria (e.g. Closest, Farthest, with most/fewest damage tokens, etc.) and they face their FRONT ARC towards the target unit, then for the rest of its turn, they will perform the rest of their actions towards that TARGET.

  • TARGETING PRIORITY: When more than one unit fits the criteria of the entity’s targeting priority, do a six-sided dice roll-off for each unit that fits the criteria and choose the one with the lowest score as their target.

MOVE/SHIFT

Operate the same way as player character’s MOVE action, with the rule that they will always move towards their destination by shortest distance, and facing their front arc towards their target while ending their MOVE action. Also, unless specified, the entity always performs its MOVE action and move towards its TARGET unit.

PERFORM AN ACTION

Operate the same way as player character’s CARD ACTIONS, the details of these actions are on the entity’s PROFILE CARD or their individual BATTLE AI CARD.

  • DIRECTIONAL ACTION: When an entity makes an action with a directional effect (e.g. F.ARC, the entity will always make that action towards the direction they are currently facing.)

ENTITY WITH MULTIPLE UNITS

Sometimes entity consists of multiple units as stated on their PROFILE CARD, when their BATTLE SCRIPT directing an action to be taken, all units within that entity will take that action at the same time, start with the unit closest to their TARGET.

DETRIMENTAL TOKEN ON TARGET UNIT

NPCs and entities will always exploit the effect of detrimental tokens and each unit will always consume 1 of each type of these tokens on each of their attack if the token’s effects apply to their attack actions (e.g. consume up to 1 REND and STUN for each of their MELEE attack action and up to 1 DAZE and PIN for each of their RANGED attack action.)

FACING AND ARC

All units have four facings indicated on the base of their piece, Front Arc, Left Arc, Right Arc, and Back Arc, which may affect how some of the effects of the actions behave.

DETRIMENT TOKENS

Sometimes units may suffer from special conditions that weaken them and make them vulnerable to exploitation, they receive respective tokens to represents which detrimental effect they currently suffer.

Some DETRIMENT TOKENS can be removed by RESPITE action, others can only be removed by card actions, or through effect outside BATTLE SCENES and services provided by keepers and merchants at HOMEBASE SCENE.

REND: When a MELEE attack action deals at least 1 DAMAGE to the target unit, the attacker may consume 1 or more REND tokens on the target unit to increase its damage by 1. all REND tokens on a player character are removed at the end of the BATTLE SCENE.

DAZE: When a RANGED attack action deals at least 1 DAMAGE to the target unit, the attacker may consume 1 or more DAZE tokens on the target unit to increase its damage by 1. all DAZE tokens on a player character are removed at the end of the BATTLE SCENE.

STUN: If an attacker failed their HIT check for their MELEE attack action, the attacker may consume 1 STUN token on the target unit to reroll that HIT check. all STUN tokens on a player character are removed at the end of the BATTLE SCENE.

PIN: If an attacker failed their HIT check for their RANGED attack action, the attacker may consume 1 PIN token on the target unit to reroll that HIT check. all PIN tokens on a player character are removed at the end of the BATTLE SCENE.

POISON: Each POISON token on a unit reduces its FATIGUE capacity by one until that POISON token is discarded, POISON tokens stay with character even after the BATTLE SCENE ended.

DISEASE: Each DISEASE token on a unit reduces its WOUND capacity by one until that DISEASE token is discarded, DISEASE tokens stay with character even after the BATTLE SCENE ended.

ATTACK ACTION SPECIAL EFFECTS

Some ATTACK ACTIONS are augmented with special effects that provide many forms of powers in combat, or even alter how the actions behave.

These special effects are either apply straight to the attack action or can only be triggered when certain conditions are met. (e.g. On HIT roll of 6, From target’s B. ARC, etc.)

REND X: When this attack action deals at least 1 DAMAGE to the target unit, that target receives X number of REND tokens.

DAZE X: When this attack action deals at least 1 DAMAGE to the target unit, that target receives X number of DAZE tokens.

STUN X: When this attack action deals at least 1 DAMAGE to the target unit, that target receives X number of STUN tokens.

PIN X: When this attack action deals at least 1 DAMAGE to the target unit, that target receives X number of STUN tokens.

POISON X: When this attack action deals at least 1 DAMAGE to the target unit, that target receives X number of POISON tokens.

DISEASE X: When this attack action deals at least 1 DAMAGE to the target unit, that target receives X number of DISEASE tokens.

BLAST X: Resolve this attack action against all units within the TARGET’S X HEXES.

BURST X: Resolve this attack action against all units within the ATTACKER’S X HEXES.

KNOCKBACK X: When this attack action deals at least 1 DAMAGE to a target unit, the attacker moves the target unit in any way that increases the distance between two units for X number of HEXES, and further increase 1 HEX for each POISE rating the attacker exceeded the target unit, the movement stops as soon as the no further move can be made to increase the distance between the attacker and the target unit.

DRAW-IN X: When this attack action deals at least 1 DAMAGE to a target unit, the attacker moves the target unit towards them on the shortest path in any way that decreases the distance between two units for X number of HEXES, and further increase 1 HEX for each POISE rating the attacker exceeded the target unit, the movement stops as soon as no further move can be made to decrease the distance between the attacker and the target unit.

F.ARC X / B.ARC X / L. ARC X/ R.ARC X: Resolve this attack action against all units within the attacker’s ARC up to X HEXES away.

DEADLY XY: Multiply the amount of damage by Y, when the total amount of damage from an attack action is X.

PIERCE +X: When the attacker made a successful HIT check for this attack action and the defender’s DEFENSE rating is equal or weaker than +X, the defender’s DEFENSE CHECK automatically fails.

IMPALE X: When the attacker made a successful HIT check for this attack action and the defender made a successful defense check, the defender will still at least suffer X number of damage. Note that this doesn’t increase the damage of this attack action if the defender failed their defense check.

DRAIN X: When this attack action deals at least 1 DAMAGE to the target unit, remove X number of fatigue on yourself.

LEECH X: When this attack action deals at least 1 DAMAGE to the target unit, retrieve X number of mana shards, roll an unused MANA DICE to determine their type.

FLAMETONGUE X / FROSTBRAND X/ IMPACT X / REAP X / SMITE X / PROFANE X: When this attack action deals at least 1 DAMAGE to a target unit and if any respective mana is available for you, you may spend up to X number of that mana and furtherly increase DAMAGE by 1 for each mana spent, the respective mana for each effect is as follows:

  • FLAMETONGUE: ELEMENTAL MANA
  • FROSTBRAND: PRIMAL MANA
  • IMPACT: MYSTIC MANA
  • REAP: SPIRITUAL MANA
  • SMITE: THEURGIC MANA
  • PROFANE: OCCULTIC MANA

That’s it for the BATTLE SCENE rules!

In the next update we’ll be continuing on the rules explainers, we have a list of content to be released but if there is anything you want to see first please feel free to let us know!

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Dernière update gameplay…

L'actu

As we concluded our BATTLE SCENE rules explainer on our last update, we’ll move onto a new area of adventure away from the deadly confrontations, although no less exciting!

Please enjoy the following rules explainer for the stage of adventuring and journey - the OVERWORLD SCENE!

ABOUT THE OVERWORLD SCENE

OVERWORLD SCENE is the stage for plotting and visualizing the path of your party’s journey on a grand scale. In “CALLING OF THE MATRIARCH”, the scene represents Lugyon City - a capital city of a kingdom now in crisis.

The many objectives and goals of your Quest define your journey ahead on the OVERWORLD SCENE. To achieve victory for your quest, you will plan your journey according to the objectives, explore the unknown, brave the city’s many dangers, and wisely navigate through all the risks along the way.

Many things can happen during your quest on the OVERWORLD SCENE, good or bad, sometimes your luck may grant you and your party boons and treasures, which may help you to overcome your quest and challenges ahead, and sometimes, untimely perils will suddenly strikes, plunging you and your party into grave danger, if not carefully mitigated, may spell an early end to your quest.

Balancing risk, reward, and safety is the key to your quest’s success!

OVERWORLD SCENE PHASES

The steps to play through the OVERWORLD SCENE are pretty simple, as most of the story elements, instructions, and rules, are already on the game cards.

1 - EXPLORE PHASE

Your party chooses an exiting edge on their current AREA TILE to move through, if the target area is blank, draw an AREA TILE of the respective ZONE PANEL from the AREA TILE pile, and place it there, then, move your PARTY PIECE to that area and roll a TRAVERSE DICE according to the color of the dice icon on the exiting edge and resolve its effect.

AREA TILES are always placed on north orientation and never rotates.

All players of the party travel in unison and individuals will never wander off to different AREA TILE alone or by splitting up, any player who chooses to leave the party is removed from the current quest, and can only rejoin a party at the beginning of a new quest.

2 - RESOLVE PHASE

When the party arrived at the destination AREA TILE, they can resolve one or more of the following actions.

  • RESOLVE QUEST OBJECTIVE (IF APPLICABLE)

Observe your party’s quest objectives if your party is on AN AREA TILE that can active effects indicated on an objective, plus fulfilled the criteria to do so, then resolve its effect.

  • SEARCH (OPTIONAL)

Draw a SEARCH CARD and resolve its effect, then place a BLACK COUNTER on the AREA TILE the party is currently at.

If the party decided to make a SEARCH action on an AREA TILE with any BLACK COUNTER on it, also gain a number of ENMITY equals to the number of BLACK COUNTERS on the current AREA TILE.

  • MAKE CAMP (OPTIONAL)

The party may decide to make camp in order to recuperate and regroup, and they can do so on any AREA TILE other than the HOMEBASE TILE (THE LITH).

When the party is CAMPING, players may equip or unequip to and from EQUIPMENT SLOTS and their BACKPACK. (Which they otherwise can’t when the party is not CAMPING, or while they are not on the HOMEBASE SCENE).

Also, CAMPING may alter certain OVERWORLD card actions in a beneficial way.

When the party concluded all their action while CAMPING, the party make an AMBUSH dice check to see if any hostiles are looking for any opportunity to attack when the party is resting.

AMBUSH CHECK

  • Solo player: Roll of 2+
  • Party of 2: Roll of 3+
  • Party of 3: Roll of 4+
  • Party of 4 or more: Roll of 5+

ALERTED HOSTILES: Decrease the dice check result by 1 for each BLACK COUNTER on the party’s current AREA TILE.

On a successful check, nothing happens, otherwise, immediately draw an ENCOUNTER card and resolve the BATTLE SCENE.

  • DEPART

Conclude your party’s activity on this AREA TILE, and the party is ready to perform another EXPLORE action.

QUEST CARD

(WIP: Undergoing readability and formatting review and is subject to changes.)

A play session begins with the HOST PLAYER choosing a QUEST CARD available to them, and the quests available are Indicated on their Campaign Record Sheet.

The QUEST CARD consists of many objectives. When completed, contribution to the quest progression leads to the fulfillment of the victory condition of a quest. Some quests also have defeat conditions that the party must do whatever they can to avoid.

Most Quests involving OVERWORLD SCENE will start your party off on a HOMEBASE AREA TILE, in “CALLING OF THE MATRIARCH”, that would be “THE LITH” of the “OLD CITY WARD”.

The Quest card will also instruct players how to set up the OVERWORLD SCENE, specifically, to set up many Deck of Cards needed for the scene: EVENT, LOCATION, HAZARD, ENCOUNTER, GRACE, and BANE card.

As the quest progresses and certain conditions are met, all party members involved in the quest will also receive story fragments known as LEGENDS, as these cards are marked UNLOCKED on each player’s LEGEND RECORD SHEET, they are available for players to review anytime between game sessions.

PLAYER OF DIFFERENT CAMPAIGN PROGRESS

Players can join any quests hosted by the host player even if they are at a different campaign stage, and on quest victory, they may also mark the current quest as completed. Likewise, if players want to attempt a previously incomplete quest, they can begin that quest as a host player and let other players join, even they’ve completed the quest previously.

INSIGHT AND ENMITY

During your quest, your party will earn INSIGHT and ENMITY points. Each time your party receives an INSIGHT or ENMITY point, record the gain by turn the respective dial clockwise for a number of sectors based on the number of points gained.

INSIGHT indicates your party’s apprehension to the current situation, the clues and cues accumulated, and how much progress you’ve made that contributes to the success of your quest.

The INSIGHT DIAL is a counter and there is a maximum amount of INSIGHT a party can collect during a Quest, hence the INSIGHT dial will never turn beyond the maximum value.

ENMITY indicates how aware your foes are of your presence as you make a racket on your adventure, and doing things that are hindering their insidious plans.

The ENMITY dial serves as a tracker instead and its count will return to the starting sector as it goes beyond the last sector. The ENMITY dial also contains effects, as shown on the quest card, that will immediately trigger when the dial reaches a sector marked with the card symbol.

INSIGHT count AND ENMITY track are set to 0 at the end of a quest.

ZONE PANELS AND AREA TILES

ZONE PANEL represents a greater area of a uniform theme with many smaller areas within it. There are four ZONES in “CALLING OF THE MATRIARCH” - OLD CITY WARD, CATHEDRAL WARD, MINISTRY WARD, AND CASTLE WARD.

The placement of the ZONE PANELS is fixed to reflect the true layout of the city.

Smaller areas within a ZONE are represented by their respective AREA TILES, they are placed one by one as the party explores the zone, indicating which areas have been explored.

Once an AREA TILE is placed onto a ZONE PANEL, it is fixed permanently for the HOST PLAYER, hence the arrangement of the area will stay the same once explored, even on their next quest.

(TIPS: You can always take a photo of the placement after each quest so your party may get back to it on their next quest. If you are not worrying about having it stays permanent, especially for solo players, you can always print your AREA TILES on printable sticker paper and stick them onto the ZONE PANELS.)

TRAVERSE DICES

Each time the player’s party travel from one AREA TILE to another, they roll a TRAVERSE DICE, and the color of the dice icon on the departing edge of the AREA TILE indicated which TRAVERSE DICE to roll for, resolve the effect on the dice.

There are three types of TRAVERSE DICE - RUBY, TOPAZ, and SAPPHIRE, and their roll result range from a safe passage, gaining ENMITY or INSIGHT, or to draw and resolve an EVENT, LOCATION, or HAZARD card.

EVENT, LOCATION, AND HAZARD CARDS

Sometimes your party may stumble upon an unexpected situation, a curious place, or immediate danger.

Whenever you are being asked to draw a card from an EVENT, LOCATION, or HAZARD DECK, turn over the top card and resolve it immediately according to its content.

SEARCH, GRACE, AND BANE CARDS

When the party is wandering in an area, they may perform investigations, seek out clues and cues, or simply looking for supplies to aid their journey.

When your party is on an AREA HEX, you may draw a SEARCH card, place a BLACK COUNTER on this AREA TILE to indicate this area was being searched, then resolve the effect on the SEARCH CARD.

All BLACK COUNTERS on the OVERWORLD SCENE are removed at the end of the quest.

Your party may also obtain tokens of boons and hurdles on your journey due to their choices and actions.

When your party draws a GRACE and BENE card, resolve its effect. Some effects may immediately affect your party beneficially or detrimentally, others effects may linger throughout your quest and in some way affect your party on the OVERWORLD SCENE or BATTLE SCENE.

For all GRACE and BANE cards with lingering effect, place them onto the respective repository for ACTIVE GRACE AND BANE.

ACTIVE GRACE AND BANE CARDS are removes at the end of a quest.

ENCOUNTER CARDS

(Explained in detail on the BATTLE SCENE rules)

Your party will soon or later encounter hostiles who stand in your way between you and your goal.

A BATTLE SCENE appears when your party draws an ENCOUNTER CARD (BRONZE) at the OVERWORLD SCENE, or when your current QUEST card instructs you to set up a BATTLE SCENE scenario with a special ENCOUNTER CARD (SILVER OR GOLD).

Following the details on the ENCOUNTER CARD to set up and resolve the BATTLE SCENE.

RUNNING THE GAUNTLET - Sometimes multiple ENCOUNTER CARDS are drawn at one instance. Before that party can return to the OVERWORLD SCENE, the party must resolve all ENCOUNTER CARDS as one BATTLE SCENE, set up the stage in their drawing order, and resolve them back-to-back. (which also means FATIGUES, DETRIMENTAL TOKENS are not removed between stages, until all ENCOUNTER CARDS are resolved.)

That’s all for the OVERWORLD SCENE rules!

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Dernière update. On devrait recevoir un mail vendredi pour valider nos adresses (électroniques).

L'actu

BACKER SURVEY

On September 3rd, 2021, we’ll be sending out surveys through Kickstarter to all backers eligible for rewards, in order to collect your shipping address and e-mail address for the snipping of the Snapshot Miniature collection and the digital copy of the Calling of the Matriarch respectively.

For « The First Sojourners » & « The Lith’s Sojourners » backers, please leave the postal address section blank and simply fill in the e-mail request.

We’ll be shipping out Snapshot Miniature collection boxsets on October 4th to our « Rose-Marked Sojourners » backers who provided their shipping addresses on time. Please kindly complete the survey before the designated shipping date to avoid delay.

E-mail addresses collected from the survey will be used solely for receiving redeem code for the Calling of the Matriarch digital copy, we’ll announce which platform we’ll use on later updates.

CALLING OF THE MATRIARCH

Last month, we finalized all narrative contents and our editor will be working on its proofreading and editing. We’ve received concern in relation to our released material on our last update, rest assure that our editor is of professional background and we are aiming for the best version possible on our first release.

We have also been polishing all game components, both in content and visual. and once that is finished, we will move on to the Overworld Scene and Homebase Scene revision, and last but not least, our Core Rulebook. These items will be our focus for the remainder of the development timeline.

Is there anything affecting our development?

Once again, we are experiencing an ongoing state-wide lockdown and curfew stated from August 4th, and have a high chance to be furtherly extended.

We’ve conducted alternative in-house playtesting with a small group and have seen positive results, we plan to resume face-to-face playtesting as soon as the lockdown has been lifted and if rules allow.

Are we on schedule?

Fulfilment is on schedule for late November, and we’ll notify you if the schedule changes.
And so we have reached the end of the third development update!

Minstrel Creative vient de publier un nouvelle update pour Calling of the Matriarch…

Production update #4

Hello everyone!

Alex here! Here we bring news in regards to the development progress of the Calling of the Matriarch. We will also discuss the current shipping status and fulfillment of the Snapshot Miniatures Collection.

I’ll keep it simple and concise! Now, let’s begin!

SNAPSHOT MINIATURES COLLECTION - Pending Shipment

The postal service of our state is experiencing a delay due to a staff quarantine of their distribution center in late September. To avoid our packages mixing up with their massive backlog we’ll delay our shipment till 15th October.

Otherwise, everything else is going as planned.

(REMINDER) BACKER SURVEY

For those who’ve yet to complete their backer survey please do so as soon as possible to avoid delay. A courtesy reminder will also be sent early next week for the individual backers who needed to do so.

CALLING OF THE MATRIARCH

Proofreading and editing

Proofreading and editing for the game’s narrative contents are reaching their final stage and will be finalized on cards as soon as they are done.

Homebase Scene revision

This is a simple revision of a small portion of the game. This will be done very soon.

Homebase Scene Cards (WIP)

Paper miniatures, accessories, and tokens revision

We are considering reworking some paper miniatures to make it easier to craft but yet retain its aesthetic. We’ll keep you updated on this once we have more to show.

Rulebook

We’ll keep you updated on this once we have more to show. At the moment all basic information is complete, and we are mainly waiting for all the above to be finalized.

Overworld Scene revision

We’ve received critical feedback from our remote playtesters in early August, which leads to a major overhaul and improvement of the Overworld Scene system. We’ll show you how that turns out after 2 months of rework and playtesting.

Previous zone tiles and map tiles design in action.

  • MORE SENSE OF PLACE, MORE STREAMLINED

Overworld scenes had previously been designed as exploration scenes with random elements, providing players with a different landscape for each playthrough. With further development into the details and with playtesting feedback, it has become evident that many of the other elements, such as events, locations, hazards, and encounters, already provide a sense of different challenges on each quest, which renders the randomly swapping of map tiles mechanic obsolete.

The result is the redesigned zone tiles with all area tiles on their predetermined location.

New zone tiles

With this redesign, not only do players get a better sense of the game world’s geography, but it also reduces the number of components active on the game table at once, eliminates unnecessary operations with previously randomized area tiles, and allows us to make the board game itself more compact.

Otherwise, the game rules remain the same.

New Zone Tile of « The Old City Ward », back and front.

  • IMPLEMENTATION OF UNFULFILLED STRETCH GOAL - « DUNGEON CARDS »

Previously we included one of the extra gameplay elements, the « Dungeon Card », as one of the stretch goals of this KS campaign.

Good news! Although the goal was unfulfilled, as we overhauled the overworld scene system and make the game become more wieldy to operate, allow us to implemented this extra element into the game!

All 7 Dungeon cards in the « Calling of the Matriarch » (The last 3 are intentionally blurred to avoid spoilers)

We worked very hard and put in extra effort in creating new art, implement new gameplay, and playtesting up to the polished status, you get the sense of place and scale just by looking at it! and the beauty is these cards operate the same as the Overworld scene zone tiles, less fiddling with the rules and more time playing!

Dungeon card « Cathedral of the Four Saints », front and back.

Is there anything affecting our development?

The state-wide lockdown and curfew have not been lifted and we are 10 weeks into it.

Rest assured that we’ll still be running playtesting within our small group, and with remote partners to make the game as polished as possible before release.

Are we on schedule?

Fulfillment is still scheduled for late November, and we will let you know if the schedule changes.

With that, we have reached the end of this update.

Thanks for supporting Project Rose, we at Minstrel Creative appreciate it.

Looking forward to the next update!

  • Alex
2 « J'aime »

Des news pour Calling of the Matriarch… C’est bientôt prêt

The game’s 1000+ components are now complete! With extra illustrations added and all-around visual improvement applied.

We are working on the final edition of the rulebook and assembling the print-and-play PDFs.

Detailed updates coming soon on the Kickstarter project page, stay tuned!

As a trial, we created the traverse dices, reward dices, and mana dices with the actual printout from the print-and-play PDF. (Backed by the Battle-Scene status panel)

The dice faces were printed on adhesive paper and then applied to the blank dices.

It is a simple process, but we recommend using black color, 15mm blank dices for the best result!

1 « J'aime »

La dernière info sur Calling of the Matriarch… Ça se rapproche

We are working on the authoring of the rule book for « Calling of the Matriarch », and packaging all components into the print-and-play PDF, and smoothing out a few rough spots here and there.

A new release date will be announced soon!

EDIT: petit avant-goût…

A sneak peek at the first 2 pages of the Narrative Primer section in the Rulebook.

2 « J'aime »

Dernière news pour finir l’année…

Yes, we heard you! « Calling of the Matriarch » print-and-play digital package now includes box art you can affix to a plain board game box with dimensions of 29.7 x 29.7 x 7.3 cm.

2 « J'aime »

Voilà, nous y sommes… réception de Calling of the Matriarch le 15 janvier

Calling of the Matriarch - Role Playing Adventure Board Game
We are happy to announce a new release date of January 15, 2022! Available on itch.io!

Tous les détails dans la dernière update…

Update #20

Hello everyone! Happy new year! This is Alex and Aurora from Minstrel Creative.

Even though we had to delay « Calling of the Matriarch » by two months right before it was originally scheduled for release in late November last year, we are happy to announce a new release date of January 15, 2022!

« Calling of the Matriarch » marks a new beginning for the « Project Rose » saga, as well as a solid foundation for its future. A full year of development, revision, and reinvention, this game is the fruit of our best efforts, and we are excited to see what kind of impression it will leave on you.

We would like to apologize again for any delays in game development caused by COVID-19, primarily due to a lack of studio staff and unable to utilize the advantages of the face-to-face collaborative studio environment. The good news is that we’ve handled the change quite admirably with the online workgroup, and will serve as a great lesson for future projects.

We are passionate about this project, and we took any opportunity we can have to implement a few more features previously from unfulfilled stretch goals, such as dungeon boards and box art.

Component Sneak Peek

Rulebook Cover

Rulebook - Narrative Primer Section

Rulebook - Game Rules Section

PDF component - Character Card Stacks

PDF component - Adventure Card Stacks

PDF component - Board Sections

PDF component - Paper Miniatures, Tokens, and Counters

PDF component - Narrative Card Stacks

PDF component - Character Record Sheets

Bonus Box Art - Affix to a plain board game box with dimensions of 29.7 x 29.7 x 7.3 cm.

How do I receive my game?

« Calling of the Matriarch » will be available and distributed via itch.io on January 15, 2022, you’ll receive a download key in the upcoming weeks, via the e-mail address associated with your Kickstarter account. You’ll need to register an itch.io account to use the download key.

For all backers of the following tiers, you’ll receive all the print-and-play PDFs.

  • The First Sojourners
  • The Lith’s Sojourners
  • The Rose-Marked Sojourners

Moreover, « The Rose-Marked Sojourners » tier backers will also receive their « Snapshot Minature Collection - Special Pack », a print-and-play PDF of extra content. This special pack will also be available as an add-on purchase on the itch.io game page.

All backers with expressed interest (pledged $1 or more but less than $39) will also receive an e-mail for purchasing the game on the release date.

Anything I should do to prepare while I wait?

In the meantime, you should get some tools ready for the assembly and purchase some dice and game components required for the game.

Tools you need - Any office supply store or stationery shop should have all the tools required.
It is highly recommended to buy a value pack of multiple glue sticks!

What paper to use and how to print? - Go for A4 size printing paper (for a type suitable for your printer) of 180 to 220gsm. You should use A4 size thick paper or thin cards to print on. GSM is a unit of measure of paper thickness: the higher the number, the thicker the paper. We’ve found 200 gsm to be the best, but we’ve had good results with 180 gsm and 220 gsm too. Also, use paper that’s suitable for your printer. There are different types of paper for ink-jet printers and laser printers.

You can print the game by opening the PDF and setting it up for color and best quality print, then sending it to your printer. Alternatively, if you are looking for better quality than a home printer can provide, you can take it to a local print shop.

Extra Components you’ll need - Colored dice are required for the game, you’ll also need some larger blank dice for the dice stickers to create special dice. These are available from your local board game shops or online retail websites.

  • 3 x Red-colored six-sided dice, per player (any size, preferably ~12mm)
  • 3 x Green-colored six-sided dice, per player (any size, preferably ~12mm)
  • 3 x Blue-colored six-sided dice, per player (any size, preferably ~12mm)
  • 3 x Purple-colored six-sided dice, per player (any size, preferably ~12mm)
  • 6 x White-colored six-sided dices (any size, preferably ~12mm)
  • 6 x Black-colored six-sided dices (any size, preferably ~12mm)

  • 15 x black-colored, blank six-sided Dices (15mm+)

PAPER FASTENERS - You’ll also need some paper fastener for crafting the dials, you’ll need exactly 3 of those, and you may go for gold or brass colored ones for the best results

Optional Components
The following are the optional components, they are for substituting printed tokens provided on the PDFs. These are available from most online retail websites.

  • Black Counters - 9 Black cube tokens, per player(~10mm, substituting paper black counters)
  • Red Counters - 6 Red cube tokens (~10mm, substituting paper red counters)
  • Mana Shards - 6 Shard Crystal tokens for each color (~12mm, substituting mana tokens)

A conclusion, for now.

We’ll be supporting this game after it releases and receiving players’ feedback and updating the rulebook and game rules. We’ll also make comprehensive updates of the game components in larger time intervals.

« Calling of the Matriarch » is only the beginning of what’s to come, and we have already begun preparing new journeys for you all to embark on!

Again, We wish you a happy new year, and thank you for your continued support!

  • Alex and Aurora from Minstrel Creative
2 « J'aime »

Ça y est lien de téléchargement reçu ! Pour ceux qui n’ont pas backé mais veulent prendre le jeu c’est par ici:

A print-and-play, fully cooperative, 1-4 Players Role-Playing Adventure Board Game.

Get it now on itch.io! https://minstrelcreative.itch.io/cotm

2 « J'aime »

Calling of the Matriarch livré, ça repart sur du teasing pour Project Rose

The release of the « Calling of the Matriarch » is only the beginning, There are more to come for « Project Rose », please stay tuned!

Want to try out the game system?
Get Project Rose prequel 1 - “Calling of the Matriarch”.
Available now on itch.io.!

4 « J'aime »

Le nouveau jeu se précise… Minstrel Creative vient d’annoncer que Project Rose (qui était un titre de travail) devient Rosengarde et dévoile en même temps l’artwork de la boîte de base.

We have a big announcement!

As you may already know, we’ve been developing a miniature board game under the production title « Project Rose », in which we envision a multifaceted game of adventure, tactical battle, rich storytelling, and world-building, with high-quality miniatures that set the scene of spectacle.

During its development, many of its details were kept under wraps. We have, however, seen glimpses of what’s to come with the release of the « PROJECT ROSE » snapshot miniatures collection, and the print and play, role-playing game « Calling of the Matriarch. »

The glimpse into the story of four heroines who fights against the vile Anthlons, and the story of survival adventure within the Royal City of Lugyon, has set the scene for what is to come.

Now, the story will continue, and we are proud to officially announce our flagship game:

ROSENGARDE is a cooperative role-playing adventure miniature board game for 1-4 players. Set in the fantasy world of Spheria, it revolves around the legends of the Rosengarde and their fight against the monstrous plight threatening the world.

For centuries, the misshapen, malignant Antholons have plagued the underworld of Loriaé. The Rosengarde – stalwarts of war, who are bestowed with mysterious power and armed with steeled purpose – are all that stands between the monsters emerging from the depths of the mountains and the surface world.

In this game, you assume the role of a character and embark on dangerous quests into the monster-ridden subterranea. As you embark on a quest, fight through monsters, overcome challenges, and acquire more treasure and power, you must build up your momentum, and maintain a delicate balance between risks and rewards, in order to achieve ultimate victory.

It is also a story. Acquiring knowledge of the world and its people, proceed to make alliances, unravel mysteries, and seek the truth. Only through this you and the world in peril can attain salvation – or so it seems…

ROSENGARDE is slated for crowdfunding at a later time!

As we now officially announced Rosengarde, we’ll bring in more news and updates related to the project on our official website and social media, and most importantly, the date of its crowdfunding campaign!

What will happen to the name « PROJECT ROSE » as a production title?

The title « PROJECT ROSE » will stay and become the official name of our role-playing adventure game system!

For all the games designed with the « PROJECT ROSE » role-playing adventure system, such as Rosengarde, and Calling of the Matriarch, their contents can be combined and be played together, along with other future « PROJECT ROSE » System boards games.

2 « J'aime »

Jai hâte den savoir plus sur celui la meme si finalement je navais pas pris le PNP, trop galere

Jaime bien la cover. Je sens que vont assez vite debarquer les indignés :stuck_out_tongue:

Voilà pour en savoir plus… Pour ceux qui veulent des filles sexy et du boobs ( oui ça faisait longtemps ! :sweat_smile: ), allez à la rubrique Les Rosengardes :stuck_out_tongue:

Les Persos

Rosengarde is a role-playing game, you as a player assume the role of a narrative character, readily available in the selection. You may also create your own original character, with their attributes built and backgrounds created by you.

Choosing from one of the 10 character classes, each class belongs to one of the 4 party roles – Besieger, Skirmisher, Raider, and Arcanist – each with their own strength, skill specialty, and synergic potential. Customize your class to your playstyle with different weapons, spells, techniques, accessories, and item cards.

There is more to characters than just combat statistics; each narrative character is intertwined with their pasts and the campaign events, as represented by their respective Legend Cards. Immerse yourself in their respective narrative and be rewarded with their trust by learning their stories.

Design the background for your original character using optional supplementary materials with the setting-based creation matrix, where you can define your character’s race, culture, inward and outward substance, as well as their past and their fate.

Let your creativity run free by creating legend cards based on your character’s background, and gain in-game benefits by sharing them with your trusty fellow players whom you have established a strong bond with.

Quête et Aventure

Journey through the adventure solo, or with a party of up to four, embark on a series of campaign quests that revolve around the legends of the Rosengarde, depicting the rich stories of the people involved in each quest.

While conquering quests and challenges to gain power, your unique story will also manifest through your character’s actions, engagements, interactions, and resolutions.

No single playthrough is the same. Review each quest objective and plan your route and execute a strategy wisely. Explore and navigate the vast world beneath and beyond, in your own way. Anticipate and overcome procedural events, challenges, and encounters, and play intelligently to balance risks and opportunities along the adventure in order to achieve victory.

Combat Tactique

Your prowess in combat will decide the fate of your character.

Tactical combat in the Battle Scene is an intricate sequence of spectacular attacks, abilities, and counteractions. Plan ahead of time to set up an impressive chain of abilities in anticipation, and synergize with your allies to outsmart the enemy.

Fight in epic battles against the Antholons and other enemies of the Rosengard. Encounter dreadful monsters that emerge from the unknown depths of the mountains, as well as those that work treacherously against the Rosengarde’s cause.

Intelligent, self-contained battle scripts will control your adversaries. More than a worthy challenge, you must learn their behavior and exploit their weaknesses in order to achieve victory.

Remember, you are not alone in this fight! Build relationships with non-player allies and receive assistance from them in battle, work in synergy with their battle script and fighting style to secure your victory.

Narratif

Unravel the mysterious world of Spheria and discover the many legends of Rosengarde as you seek the truth by questioning everything.

Take part in the unyielding struggle against the Antholon plight, collect fragments of memories, knowledge, and events and weave together the scattered fragments to form a full picture of the legends across space and time.

You may also develop your character’s background and participate in the story – with everything that is happening around you, you are also a part of the story.

Les Rosengardes









Les Renders 3D




Les Cartes

Univers

ROSENGARDE is set in the fantasy world of Spheria.

It is an ancient world wrought with countless cycles of order and chaos, and yet the world survives and thrives in its own way. The grand mystery of the arcane governs the fundamental order of the world, profoundly influencing its very nature, bringing wonders to its ecology, and giving rise to the practical ingenuity among the sentient races. However, the world is far from a fairy tale. People live in an uncertain world with challenges and conflicts that are realistic, probable, and familiar.

It is a fictional, yet relatable setting inspired by world history, legend, and mythology, narrated by personal stories of realistic characters that come from diverse cultures and backgrounds, each with their own burdens, struggles, ambition, and miracles in life.

Our writers are narrative designers and storytellers, who strive to create a world that is both wondrous and believable. Relying heavily on the fantastical elements that aim to awe and amaze, while bringing on humanistic approaches and empathic attitudes in our storytelling, it is an amazing, relatable world that will delight players who are seeking deeper storytelling, immersion, and meaning from a board game experience.

Les figurines

Each miniature is stylishly designed, sculpted, and manufactured of collectible quality, with love and care that echo the narrative story.

We incorporate FormLabs SLA technology in our production pipeline – from designing, and prototyping, to manufacturing guidance – to ensure all of our miniatures are up to the highest quality standards.

All miniatures are 36mm in scale, ideal for capturing the full detail of each character, and perfectly sized for use in tactical tabletop gaming and spectacle scene building.

5 « J'aime »

C’etait plus joli en semi noir et blanc. Pas pour moi :smiley: .

Jamais content… :stuck_out_tongue_winking_eye: De toute façon, on te revoit au PM/LP :grin:

2 « J'aime »

En effet, je me déciderai à ce moment là :stuck_out_tongue:. Mais c’est marrant que le pnp donnait plus envie.

Et lykeios, tu as testé le pnp? Ou bien tu es trop occupé à poster des news sur tous les jeux partout? :grin:

2 « J'aime »

Je découvre le topic grâce à @ultima_spock
Pas merci :joy:

2 « J'aime »

Je pensais que tu t’étais mis des œillères pour ne pas le voir :stuck_out_tongue: .

1 « J'aime »

Bienvenu au club à notre nouvel all-iniste :sweat_smile: