Posts

Jobie - Character Spotlight

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Any resemblance to any real developers (in play or slain) is purely coincidental G oblins have had an affinity with being able to move moonstones around for a while now, with models like the Goblin King and Crusty Balboa being two examples. Jobie is the latest of this type of goblin, though he specialises in stealing stones from right under the noses of the opposing troupe instead. From here he can then throw them around the board, getting them further away from the enemy and closer to your own troupe! This he accomplishes with his two active abilities 'A Cunning Plan' and 'That's Mine... This is Mine...'. The first is a rare ability in Moonstone which allows Jobie to voluntarily give up his Moonstone and chuck it 2" away from himself. This comes at the cost of 1 energy and, perhaps more steeply, Jobie being slain. From his base energy, this means Jobie will be able to harvest a moonstone of depth 2, then throw it to his allies.  This is perfect for moonstones ...

Morris the Miner's Minor Makeover - March 2023 Errata Overview

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A new errata is here and has updated a few cards for the game. Since the last errata, Goblin King Games Games has gone full-time and given us a lot of time to review and clear up some rules. Additionally, the Arising expansion was released and added a bunch of new characters to the game with many new models and troupes. We've reviewed the cards in great detail and made some updates which we've been planning to look at for a while. Changes such as slight balance tweaks and some rewording to help clarify some rules and remove some ambiguity. I've also coloured the updates red here to help with the reading. Without further ado, let's have a quick look at what they are and how they might change the game. Organised Play Before that though, we can quickly cover some tweaks to the organised play document. This is mostly wording, but we have updated sudden death to be allowed if time permits. This should lead to fewer draws in organised play. Longshanks has also been recently u...

Sir Hogswash - Character Spotlight

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A Piercing Boar Sir Hogswash is a classic Commonwealth melee model with no frills attached. Of his four abilities on the front of his card, three are specifically to help him in combat. The other one is to help him against troupes with lots of arcane which he is often used to counter.  As well as these abilities, Hogswash also has some great melee stats, keywords, and signature move.  All of this combined leads to a melee stat 4 model with a 2" melee zone, some boosts for melee damage, and some damage reduction. The 'Hunting Spear' gives +1 piercing and slicing damage which means you'll always get +1 damage in melee as all melee cards have options for either slicing or piercing! More interestingly it also gives a further +1 damage against animals, making Hogswash an excellent choice if your opponent's troupe contains many animals. Similarly, 'Sun Shield' also plays very well against specific troupes notably cultists and faeries with their focusses on impact...

Mooncast - The Masquerade

  I was on Mooncast again recently.  If you're wondering how to make use of the dominion humans in the masquerade box, then it's the podcast for you! https://danhumphrey318.podbean.com/e/mooncast-episode-45-the-masquerade/

Early Bird vs Initiative - In Depth Mechanics

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A while ago I did an article on some in-depth game mechanics, namely: Activation Control and it proved quite popular. So today we'll look at some more core game mechanics and something which is very much related and expands on the previous article. This is one of the first decisions of the game, do you choose initiative or early bird? As mentioned a lot in the activation control article, the initiative gives the player with it great control over the flow of every turn by making them more likely to choose who activates first. Specifically, it lets the player with initiative choose which player activates first turn 1. Following this, it then gives them a diminishing bonus as the turns go on to win the roll-off as to who decides who activates first. This is a massive advantage and so to give it up you'd need another equally powerful bonus, early bird. This simply allows the player to choose which side of the board they will play on. Most importantly, this is done after the drop of...

Eric the Enlightened - Character Spotlight

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Ice Cream for All! Eric has made his choice and his future now belongs in the hands of Leshavit! As a previous Commonwealth knight in training Eric will be able to help his new friends with some excellent combat abilities. Hogswashes lessons in particular must have been useful giving Eric a Melee 4, Range 2" and some wonderful skill with a javelin and shield. Unlike Commonwealth though, none of these pieces of equipment are traditional and all have a Leshavult twist. The shield for example can only be used once per game, but being a Leshavult shield it reduces all the damage to nil! As for the javelin, it increases piercing damage by +2 as expected. Unlike a normal javelin though, it can convert any piercing damage dealt into the same amount of magical damage instead! Against certain types of armour, like many Commonwealth nobles 'Plate Armour', the ability to convert damage into magical can be extremely potent. It also doesn't specify that it can only convert melee da...

Knoll - Character Spotlight

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The other Grassy Knoll Traditionally trolls, giants and other monstrous models are known for their colossal combat capabilities. Knoll however is not a traditional troll and has instead set his talents on healing and not harming. Despite this, he does still have some very recognisable troll traits of high wounds and a passive bonus to his melee damage with 'Old Staff'. The extended reach of his weapon also has the added bonus of elevating his melee range above that of a standard troll to 3". As is traditional with Leshavult though, he does not have a passive damage reduction ability typical of most trolls. What he does have instead though is 'Tough as Old Boots' and when using his arcane abilities, other characters can also potentially gain 'Tough as Old Boots'... Knoll's first arcane ability is 'Healing', the standard for a traditional healer and something that can be used with his base energy. More interestingly though is Knoll's second a...