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CMON - Rising Sun


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Der Kickstarter wird zwar schon im KS-Thread erwähnt, aber ich dachte, ich mache noch mal einen eigenen Thread für das Spiel auf (Gründe weiter unten). Außerdem wird es später ja ohnehin einen Thread zu dem Spiel hier geben, warum also nicht jetzt schon ...

 

Für alle, die noch nicht wissen, worum es geht: https://www.kickstarter.com/projects/coolminiornot/rising-sun/description

 

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Der Grund, warum ich das Bedürfnis verspüre, über das Spiel zu reden, ist, dass ich emotional auf dem Zaun sitze. Ich bin CMON-Backer der ersten Stunde, habe inzwischen bei deutlich zu vielen KS von denen mitgemacht und werde definitiv auch bei Rising Sun dabei sein.

Nur bin ich mir bei dem Spiel nicht sicher, ob ich es wirklich cool finden werde. Bzw. war mir nicht sicher, nach heute ist es deutlich besser geworden. Es gibt im Netz inzwischen so viele 'Naysayer', die versuchen, sich gegen den Hype zu stemmen, dass kleine Stimmchen auch bei mir gesagt haben: Muss das wirklich sein? Ist das wirklich besonders genug? Reicht der ganze 'boardporn', um zu backen?

Tatsächlich hat sich CMON mit dem Gameplay-Video keinen Gefallen getan. Ich habe angefangen, das zu schauen, musste aber abbrechen. Das war unglaublich furchtbar.

 

Inzwischen gibt es die zweite und dritte Season, und wer wir ich das erste Video kaum ertragen hat, sollte dem Ganzen noch einen Versuch geben. Summer und Autumn sind deutlich angenehmer anzusehen, und man erfährt tatsächlich einiges über das Spiel.

 

Was mich inzwischen sehr, sehr positiv stimmt:

- Die Allianzen scheinen nur eine Option zu sein. Erst hat es den Eindruck gemacht, als ob Allianzen eigentlich die go to Strategie wären, was das Spiel ... problematisch bei 3 & 5 Spielern gemacht hätte. Jetzt ist aber klar, dass man durchaus auch gut alleine spielen kann, oft sogar Vorteile hat.

- Das sowohl oben als auch unten in der Honour-Leiste zu stehen große Vorteile hat. Besonders die Oni-Strategie mit der niedrigen Ehre fand ich spannend.

- Es gibt zwar kein eigentliches Drafting wie bei Blood Rage, aber dadurch, dass man immer wieder Karten kauft, ist der Aspekt doch auch vorhanden. Besonders die eine Spielerin, die quasi gar nicht gekämpft hat und nur eine Provinz erobert, ist mit ihrer Upgrade-Strategie immerhin Zweite geworden und hätte fast gewonnen. Sehr interessant ...

- Die Oni scheinen schneller ins Spiel zu kommen und eine größere Rolle zu spielen als die Monster in Blood Rage. Das beruhigt mich, weil die da doch oft eine eher untergeordnete Rolle spielen.

 

Mir fällt später bestimmt noch mehr ein, aber heute, nach dem Schauen des restlichen Videos, hat es mich tatsächlich total gejuckt, selber zu spielen. Und das ist ja wohl immer noch das beste Zeichen. ^^

 

Wie geht's euch mit dem KS? Irgendjemand noch dabei? Irgendwer auf keinen Fall?

Biete Fantasy- und 40k-Zeuchs

Verkaufe viele fiese Gnoblars ...

Blut, Gold und Ehre - Oger-Berichte aus dem Sturm

DonVoss: "Aber klar, wer im Inneren eher Khornebeserker ist als Zauberkünstler, der rockt auch die Magiephase..."

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Und gerade eben wurden die 2.140k geknackt! Damit ist die lange Durststrecke von 200k, die nötig war, um den gesamten Foxclan freizuschalten, endlich beendet und es gibt ein neues, 'echtes' SG: den Feuerdrachen.

 

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Biete Fantasy- und 40k-Zeuchs

Verkaufe viele fiese Gnoblars ...

Blut, Gold und Ehre - Oger-Berichte aus dem Sturm

DonVoss: "Aber klar, wer im Inneren eher Khornebeserker ist als Zauberkünstler, der rockt auch die Magiephase..."

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Hier ist ein Kommentar von dem Gewinner des Gameplay-Videos, Mike, aus den KS-Kommentaren:

https://www.kickstarter.com/projects/coolminiornot/rising-sun/comments?cursor=16174580#comment-16174579

 

Michael Shinall Collaborator 6 minutes ago @Patrick

"Honestly the entire game I was just quietly trying to accumulate provinces- they will grant you a huge boost at the end, so as long as you keep other players in check then you should be fine. I knew early on I wasn't going to bother fighting over honor once I got a few Upgrades, so I let that go. During the third Season i did have a small strat to switch to Top Honor, but that didn't pan out, which ended up setting me back. After that the best course of extra points was Path of the Oni, since I had accumulated a decent amount of Monsters through the game. Throughout the game, I did not want to appear as a big threat, and just save positioning so I could gather the last few provinces I needed during the third Season. Could also tell that negotiations at the table were falling apart and being able to basically kill anyone on a whim is a powerful bargaining tool. Of course the last wars of the game, had they played out even slightly differently, would have lost. The unfortunate truth is that Lotus gained a good lead and no one really contested them. I went into the second season in a bad spot so I allied with them, thus preventing me from really trying to set them back that much, as I needed them to pull ahead."

Biete Fantasy- und 40k-Zeuchs

Verkaufe viele fiese Gnoblars ...

Blut, Gold und Ehre - Oger-Berichte aus dem Sturm

DonVoss: "Aber klar, wer im Inneren eher Khornebeserker ist als Zauberkünstler, der rockt auch die Magiephase..."

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Und hier hat jemand auf BGG ziemlich gut die verschiedenen Kampfoptionen zusammengefasst:

 

Each unit has a Force Value. Bushi are 1. Daimyo are 3. Monsters are varied. etc. Each side counts up the total force value of all units in the area. Then each of the 4 bidding actions will either affect the value or profit from the outcome.

Seppuku - allows you to both gain honor and avoids getting your units being taken, hostage. It's a solid option if you are fairly sure you will lose anyway. They all die, but you gain something from a situation where you would have lost.

Taking Hostages - removes one of the enemy units (of your choice; only Daimyo's are exempt from this) from the battle. Obviously, this can seriously alter the outcomes. Even monsters (mostly) can be removed in this way. You also get a little extra money at the end of the season for each hostage.

Hire Ronin - are simple force multipliers. Each is one additional force that you get to add to your side (if and only if you win the bid for them) Along with Hostages, this is the only other way to alter the total force in your favor. They are used up if you win. You are essentially throwing them into the meat grinder for victory.

Imperial Poets- is an option for gaining victory points in a battle. You can one VP for each unit killed (from either side) This is another way to profit from losing (or winning!)

It's an important point that you only activate the things to are the highest bidder on. For example, if someone outbids you in Seppuku, well, your guys are just not honorable enough to end their lives with dignity.

These things come together in a guessing game. where you both try and determine what your opponent(s) will bid on and what helps you the most. Maybe you just want the VP from a big battle. If you have a lot of ronin, you might want to use them, or just buff that you are going to use them and commit Seppuku.

Situation - You have lots of ronin to throw at a battle. You guess that your opponent will split the money between Seppuku and Poets because he feels he will lose anyway. You forgo bidding on ronin at all and instead, you let him have the Seppuku bid and bid high on poets. He gets the honor from Seppuku and they all die but you win while keeping all your ronin for another battle and claim the VP of the fallen warriors.

There is also the added twist that the money spent by the winner of a battle is distributed amongst the loser(s). So there are situations where you can actually profit from losing a battle if timed well.

What this game offers that none of the listed games do is the Negotiation elements, where alliances are made and broken, and the player interaction from guessing and counter guessing from the bidding on battles.

bearbeitet von CorlissEngine

Biete Fantasy- und 40k-Zeuchs

Verkaufe viele fiese Gnoblars ...

Blut, Gold und Ehre - Oger-Berichte aus dem Sturm

DonVoss: "Aber klar, wer im Inneren eher Khornebeserker ist als Zauberkünstler, der rockt auch die Magiephase..."

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Und hier noch eine Übersicht über die Monster, die bekannt sind:

 

SPRING
Koneko - grants its clan extra coins whenever it is killed.
Nure-Onna - able to cross a shipping lane to join a battle.
Sacred Warrior - becomes stronger the more Virtues your clan manages to accumulate.
Jikininiki - Whenever an enemy dies the Jikininiki may move to its province.
Daikaiju - roams the oceans, staying away from the provinces until War starts and it may suddenly decide to shuffle inland and wreak havoc.
Oni of Skulls - 3 force in any war where you have the lowest honor
Temple Dog - Counts as a Shinto
Kotahi - double the Harvest rewards of the province it occupies.

SUMMER
Sunakake Baba - able to bring other Bushi with her when she moves to a different province.
Kitsune - negates the force of all but one figure from each opponent during war.
Oni of Plagues- keep those more honorable than you away from you
Yurei- Counts as a daimyo with 2 force
Oni of Souls - If you win a war with this monster, gain a point for each Oni you have
Oni of Blood - Players with higher honor than you cannot move or summon non-monsters to this province

FALL
Oni of Hate - When this enters a province (for any reason), kill a local Bushi or Shinto from each player with higher honor
River Dragon - Counts as 5 force
Oni of Spite - *I couldn't find this one
Fire Dragon - has 3 Force both to help grant you a Province's Harvest Reward, and also in Battle. Not only that but when a Battle starts, the Fire Dragon burns the land around it, killing one figure from each enemy in the same Province.

 

Unklar, welche Season:

Phoenix - Whenever it is killed, it automatically reappears in the same province and raises the honor of its clan.

Biete Fantasy- und 40k-Zeuchs

Verkaufe viele fiese Gnoblars ...

Blut, Gold und Ehre - Oger-Berichte aus dem Sturm

DonVoss: "Aber klar, wer im Inneren eher Khornebeserker ist als Zauberkünstler, der rockt auch die Magiephase..."

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Das letzte Update hatte es ganz schön in sich ...

 

Zum einen noch mal eine Zusammenfassung des Honour-Systems:

 

 

CLANS AND STARTING HONOR

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Before we delve into the specifics of each Clan, I want to take a moment to discuss the impact their starting Honor has:

  • Each Clan has a starting Honor Value, which dictates where they start on the Honor Track. For example, Koi has an Honor Value of 1, Lotus has a value of 3, and Turtle a value of 7. This means at the start of the game Koi would start at highest Honor, followed by Lotus, and finally Turtle. The actual value has no impact aside from determining Honor order.
  • Honor Value also determines who begins the game, with the highest honor having the first action and play continuing clockwise from there for the rest of the game. Note this does not reset between Seasons. If Player A took the last action in a Season, the player to their left gets first action next Season.
  • This also determines seating order around the table. Players must sit with highest Honor right to left (meaning highest Honor takes first action and continues left to second highest honor, then to third, etc etc.)

 

Und dann jede Menge zu den einzenen Fähigkeiten der Clans:

 

KOI CLAN 

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CLAN MANTRA:  "Flow. Like Water."

HONOR VALUE: 1

SEASONAL INCOME: 5

HOME PROVINCE: Edo

CLAN ABILITY- Eddies In the Stream:"At the start of War, convert all of your [RONIN] into [COIN]. Your [COIN] also count as [RONIN]."

**Please note, this ability has changed since the Gameplay video- basically being reversed. As mentioned above, items are subject to change during Development.

As Koi you have a few things going for you- you're the highest Honor Value Clan, so you're going to get the first action in each game, allowing you to shape the flow of the Season to come. 

You're also coming into the game immediately winning any ties (due to your position on the Honor Track) so you have an early game advantage when it comes to the Shinto Shrines- other players will have to place two Shintos to overtake you when it comes to worshiping. Take advantage of this fact and gain those Shrine benefits. If Amaratsu (the Honor Kami) is in play, you'll want to watch out there, least someone else snatch your position from you. If they aren't then your opponents will have to work to dethrone you.

Another benefit of beginning with highest Honor is that you'll win ties when it comes to Harvesting, and with the limited amount of models players will have deployed in the early game you can press your advantage here as well- gaining extra Ronin, Coins, and Victory Points to give yourself an early lead. 

Finally, when we reach War, you'll have a sizable advantage when it comes to Ronin- if you play smart. This is where the balancing act for Koi comes into play- Coin for you is the same as Ronin, which means the richer you are the stronger your forces will be as well, but you're going to have to balance winning bids with keeping Coin for said advantages- it doesn't help you at all if you spend all your Coin to win the Bid for Hire Ronin and then have no Coin left!

Koi during War tend to be strongest in early conflicts and later conflicts, where a massive amount of starting Coin, or Coin gained from losing battles (intentionally or not) help stockpile their reserves. They are weakest in the middle, where they might not have enough Coin to split between winning bids and Ronin. In these cases you'll need to learn to plan ahead, perhaps bait your opponent into spending a lot of Coin while spending none of your own, thus gaining said Coin for the battles to come. Look to your mantra: "Flow. Like Water" and don't lock yourself into one plan or another- they could change at any moment.

LOTUS CLAN

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CLAN MANTRA: "Patience is the Key."

HONOR VALUE: 2

SEASONAL INCOME: 7

HOME PROVINCE: Nagato

CLAN ABILITY: Dictate the Flow: "When you choose a Political Mandate, place it face down. It can be any Mandate you wish."

As the Lotus Clan you will have more influence over the Mandates than any other clan- and this manifests itself in two distinct ways:

First, you will always be able to choose the Mandate you need at any given time. This afford you a huge amount of personal freedom during the Political Phase. Whereas other Clans must always worry about someone else taking the action they need, you do not, meaning you can always make the optimal play for yourself (or your Ally, of course!).

The second part of their ability might not be so obvious to some, but it is arguably more powerful than being able to select any Mandate you want- and that is to remove any Mandate you want as well. By taking a Mandate and placing it face-down (to convert it into something else) you are denying that option to your opponents. Did Dragonfly really need to Marshal their forces for the upcoming war? Remove it. Worried your Ally might suddenly Betray you just before War? Removed! Bonsai wanted to build another free stronghold? REMOVED!

Manipulating the Political Phase is your strength, and keeping a close watch on your opponents and their needs will serve you well. Also remember that this ability makes you one of the most powerful Allies to have around the table, so use that to your advantage during negotiations, and even if someone isn't your Ally, there are going to be Mandates they want to see used and removed, so keep your options open and negotiate!

The one thing you will have to watch out for in the early game, however, is that your home province of Nagato is rather land-locked. You're going to have little in the way of movement options unless you construct another Stronghold early, so watch out for that as you begin your territorial advances. Of course, you also have the highest Seasonal Income of all the clans, so affording that extra Stronghold or two will be fine- perhaps sacrificing some early game points for late game dominance!

BONSAI CLAN

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CLAN MANTRA: "Humility, Earth and Root."

HONOR VALUE: 3

SEASONAL INCOME: 3

HOME PROVINCE: Kyushu

CLAN ABILITY: Sacred Bounty: "Everything you buy with [COIN] is free."

As the Bonsai Clan you have the lowest Season Income of all the Clans- don't worry though, you don't pay for anything anyway! Obviously, building Strongholds and purchasing Upgrade cards are going to be very attractive to you (and they should be!) but be warned: Having such little income can come back to bite you extremely hard during the War phase if you haven't planned accordingly. 

When playing Bonsai, you need to keep a level head and not get caught up in a mad rush of purchasing everything you can- your primary concern is going to be amassing extra Coin for when War begins. You can do this through a number of ways, of course, but look to the Upgrade Cards to assist you, as numerous will grant you additional ways to generate income. If you play the slow game, slowly building up your reserves and combos then you can absolutely crush your foes once the late game is reached and everyone is struggling to afford expensive and deadly Upgrades.

A popular strategy as well is to go the Virtuous route with Bonsai, forsaking trying to claim all the provinces and just winning a few- focusing more on the non-Combat methods of achieving Victory Points. Be warned, however- you won't win a game without claiming at least some provinces, so you can't simply ignore War all together and go for Virtues- you're going to have to get your hands at least a little dirty. 

Manage your Coin, find methods of gaining additional funds, and exploit your free-purchasing power to keep it all stashed away for when War begins. Like your namesake plant the seeds that will grow into a mighty (sorta tiny) tree!

DRAGONFLY CLAN

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CLAN MANTRA: "Wings, Wind, and Spirit."

HONOR VALUE: 4

SEASONAL INCOME: 6

HOME PROVINCE: Hokkaido

CLAN ABILITY: Gossamer Wings: "You may move your figures anywhere on the map, and may Recruit figures to any Province."

As the Dragonfly Clan you are the single most mobile Clan in the game, having the ability to appear anywhere at a moments notice and completely shift the scope of upcoming conflicts. 

First, you can Recruit your figures anywhere you wish. Whereas other clans will have a predictable "control area" based around their Strongholds, you can simply appear where-ever you need to. To show one example of how useful this is, let's say Player A has led the warpath and claimed numerous provinces on the right side of the map- claiming those provinces again in later seasons isn't really worth it to them (they are still worth points, but you need different provinces for a greater Set Bonus), they must Marshal their forces slowly across the map to the left, unless they have constructed a Stronghold elsewhere- and even then its a slow march and build. As Dragonfly, you don't need concern yourself with such issues- you can simply begin taking Recruiting actions and placing anywhere you please!

Perhaps the scariest threat Dragonfly brings, however, is in Marshaling, as every model of theirs can now suddenly be re-positioned anywhere on the map. A late-phase Marshaling action can completely change the War landscape. Where once areas were uncontested suddenly an infestation of Dragonflies has appeared! Where your opponent was expecting a huge conflict, consolidating their forces for the fight to come, they now suddenly find their opponent gone- having left them stranded and instead moved to other targets!

Those of you who enjoy cunning maneuvers and sly positioning tactics are going to feel right at home with the Dragonfly, and learning to excel at the arts of subterfuge will assure Dragonfly Supremacy against unwary opponents- your constant threat will keep both foes and allies alike on edge!

 FOX CLAN

The Fox Clan was unlocked via our series of latest Stretch Goals. It will not be appearing in the Core Box, but is a Kickstarter Exclusive only available to you, our loyal backers!

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CLAN MANTRA: "True honor lies in wit."

HONOR VALUE: 6

SEASONAL INCOME: 4

HOME PROVINCE: Kansai

CLAN ABILITY: Wily Presence: "At the start of each Battle, summon a Bushi to that province if you have no Force there."

The Fox Clan, masters of deception and stealth- you can cause some serious chaos and mayhem if you are left to your own devices!

So how to best sow this chaos and discord? Well it begins with, surprise, your Clan Ability. There are numerous uses for it, and they might not all be readily apparent:

The most basic, of course, if that you're going to be able to take part in any Battle, even if you weren't originally going to- but only if you have a Bushi to summon. This is important because going into War, if you've already recruited everyone out, then you're not going to have anyone to place (and thus, no benefit) so keep that in mind going into War. Of course, you can always plan to lose some early fights to replenish your Bushi ranks, allowing you to do so in later conflicts.

Initially, this is a good power to just toss some Bushi into a fight, regardless if you think you can win or not, because you'll still gain some free Coin from the winner anyway- even if it's just 1 Coin, it's a Coin you didn't have to begin with, and it was free. It is in this strategy that Fox can also come to dominate later Wars by gaining a small flow of Coin throughout earlier Wars. This also means that opponents who spread themselves thin, thinking they could overtake a Province with only 1-2 Force might suddenly find themselves ambushed by Fox!

One incredibly dangerous strategy is to allow Fox to get their hands on Path of the Ninja and the  Path of the Sword Upgrades. Path of the Ninja states anytime you Summon, you may kill 1 Bushi anywhere on the map... and you might be doing a lot of summoning with Fox. Imagine you really want a province that just so happens to be the last spot to be fought over... You'll have four battles, and thus potentially four chances to summon, before that fight happens... With Path of the Ninja that's four Bushi killed, before the conflict even happens (Hint: this is a good bargaining tool... you know, killing/not killing their guys!). Path of Sword states whenever you summon, you can summon an extra Bushi to a Stronghold- ok, so you're probably going to be lax on Bushi, but being able to plop one extra down on one of your Strongholds means if you have extra planning you can begin to amass an army where none was previously- Wit and Cunning and all that!

Of course, there are other options available to you as well that don't involve sneaky killing! by being able to participate in any Battle, it grants you access to Imperial Poets, meaning you can just sort of sit by the sidelines and write poems about the conflicts, gaining Victory Points that way as well- Back this up with some key Virtues and a Fox "non-combat" strategy becomes apparent as well- the choice of just how you apply your trademark wit and cunning are all up to you!

TURTLE CLAN

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CLAN MANTRA: "Hard as the mind; delicate as steel."

HONOR VALUE: 7

SEASONAL INCOME: 6

HOME PROVINCE: Kyoto

CLAN ABILITY: Shell of the Eternal: "Your Strongholds count as 1 Force and can Move as if they were figures."

The wandering Turtle Clan, with your indestructible moving strongholds of turtley might. Sure, you might have the lowest starting Honor of any clan, but is that such a bad thing? Immediately it pushes you to begin investing in some various Oni and Upgrades that synergize with lowest Honor- but don't think that that is your immediate and only strategy (don't get me wrong, it's not a bad one, and many beginners will immediately gravitate towards it, but don't lock yourself into it!).

To get a grasp on the Turtle we must look at their ability and what it means when we break it down: 

1. You're going to start with, essentially, an extra Daimyo on the map (since your Stronghold can't be taken Hostage, targeted by Betrayal, etc), so you'll begin the game with an extra Force compared to everyone else.

2. Your Stronghold can move, meaning you can shift where your forces are deployed. Whereas other clans (Dragonfly aside) have to carefully think about where they will construct their Strongholds, if you find yourself in an unfavorable position then you can just pick up everyone and move!

These two features combine to give you a sort of "immovable object" type feel when playing Turtle- you might not be flashy or impressive, but your enemy can't kill you, so it doesn't matter how slow you move to an area you can at least move your giant unkillable turtle to that area!

Jumping back a moment to the Honor Track, I also want to briefly touch on having the lowest Honor Value. I know I said before not to always base your strategy around this, but there is one other benefit to lowest Honor that a lot of players overlook: You will be acting last in the first round- This means you're going to get to see everyone else's action before you perform your own. So yes, while you're choosing a Mandate last, you also get to see what everyone else is planning beforehand. Keep a watchful eye on that and use it to your advantage!

Another oft overlooked advantage to Turtle is their starting province of Kyoto, which, aside from giving a commanding 4 Victory Points if you control it while Harvesting, is also one of the most central areas of the map, meaning you can mobilize yourself fairly well depending on where you want to fight- and since your entire force can up and move around, this is not something that can be ignored!

So while you don't have the raw mobility of Dragonfly, you still have mobility. While you don't have the Force multipliers of Koi (with their Ronin) you still have Strength in your strongholds. While you don't have the buying power of Bonsai, you still have the second highest Seasonal Income. If you can't tell yet, you're a very well rounded Clan. Choose a strategy, commit to it, and press ever forward to victory as only a turtle can.

Biete Fantasy- und 40k-Zeuchs

Verkaufe viele fiese Gnoblars ...

Blut, Gold und Ehre - Oger-Berichte aus dem Sturm

DonVoss: "Aber klar, wer im Inneren eher Khornebeserker ist als Zauberkünstler, der rockt auch die Magiephase..."

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Bin zum ersten Mal versucht, ein Kickstarter-Tabletop zu backen. Ich tu mich mit diesen Miniaturenbrettspielen ja schwer, weil die meisten eher murksige Regeln haben, die wie ein sinnloser Zusatz zu den Minis wirken. Auch bei Rising Sun scheint mir der Zusammenhang von Material (also Miniaturen) und Spiel recht marginal. Aber die Minis sind einfach so verdammt fantastisch... habe richtig Lust, die zu bemalen, vor allem den Panda und die Onis.

 

Da ich zurzeit kein "richtiges" TT spiele, bietet sich Rising Sun als Bemalprojekt an. Werde aber wohl bis zum letzten Tag warten. Bis dahin sollten ja noch einige Minis freigeschaltet werden und ein Regel-PDF am Start sein.

Verloren im Altborn - endlich wieder pinseln!

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vor 9 Stunden schrieb ehron:

Danke für die Zusammenfassung. Sieht wohl so aus, als käme da noch ein siebter Klan.

 

Viele sind sich sogar ziemlich sicher, dass es acht Klans werden. Es gibt acht Provinzen, und bisher hat jeder Klan eine 'Heimatprovinz'. Die Vermutungen gehen im Moment dahin, dass es ein regulärer Klan als Add-on wird (auch später im Handel zu kaufen, damit auch Nicht-KS-Backer sechs Klans haben) und dann noch einen weiteren KS-exklusiven Klan als Add-on.

 

Der Drache ist übrigens freigeschaltet, jetzt geht es darum, den Kami (die oben ausliegenden Karten, zu denen man seine Priester für Boni schicken kann) eigene Figuren und Regeln zu geben.

 

Das ist der (die?) erste Kami, ein Mondwesen:

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Tsukuyomi is the god of the moon, brother to Amaterasu and Susanoo. At his altar, those who worship him gain the bounty of being able acquire an extra Upgrade card (at cost) every Kami turn.

bearbeitet von CorlissEngine

Biete Fantasy- und 40k-Zeuchs

Verkaufe viele fiese Gnoblars ...

Blut, Gold und Ehre - Oger-Berichte aus dem Sturm

DonVoss: "Aber klar, wer im Inneren eher Khornebeserker ist als Zauberkünstler, der rockt auch die Magiephase..."

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vor 6 Stunden schrieb Falk:

Bin zum ersten Mal versucht, ein Kickstarter-Tabletop zu backen. Ich tu mich mit diesen Miniaturenbrettspielen ja schwer, weil die meisten eher murksige Regeln haben, die wie ein sinnloser Zusatz zu den Minis wirken. Auch bei Rising Sun scheint mir der Zusammenhang von Material (also Miniaturen) und Spiel recht marginal.

 

Mir ging's ursprünglich mit Blood Rage ganz ähnlich, deswegen habe ich damals da nicht gebacked, obwohl ich schon CMON-Fanboi war. BR sah mir zu sehr nach Worker Placement aus, und ich fand die ganzen Figuren totalen Overkill. Hinterher habe ich mir ziemlich in den Arsch gebissen, zum einen, weil das Spiel großartig ist und ich die ganzen zusätzlichen Inhalte gerne für's Spiel gehabt hätte, und zum anderen, weil sich die Figuren natürlich auch großartig für alles andere eignen. Frostgrave, Song of Blade & Heroes, Black PLague Crossovers, etc.

Naja, hab's mir dann Retail gekauft ... ^^

Biete Fantasy- und 40k-Zeuchs

Verkaufe viele fiese Gnoblars ...

Blut, Gold und Ehre - Oger-Berichte aus dem Sturm

DonVoss: "Aber klar, wer im Inneren eher Khornebeserker ist als Zauberkünstler, der rockt auch die Magiephase..."

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Könnte jemand bitte mal erklären, was der Unterschied zwischen einem marginalen und einem nicht-marginalen Zusammenhang zwischen Spiel und Miniaturen ist? Darunter kann ich mir so gar nichts vorstellen.

 

Generell gibt es aber einige sehr gute Miniaturenspiele, Blood Rage ist ein wunderbares Beispiel. Ich finde aber, der Begriff ist arg schwammig und etwas irreführend.

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Spiel ein Spiel! - Mein Blog über Spiele: http://spieleinspiel.blogspot.de/

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vor 28 Minuten schrieb ehron:

Könnte jemand bitte mal erklären, was der Unterschied zwischen einem marginalen und einem nicht-marginalen Zusammenhang zwischen Spiel und Miniaturen ist? Darunter kann ich mir so gar nichts vorstellen.

 

Bei Ameritrash-Spielen (z.B. Zombicide) machen die ganzen Figuren einen wesentlichen Bestandteil des Spiels aus. Für die Immersion.

Niemand würde Zombicide mit Holzklötzchen statt mit Figuren spielen wollen. Dafür ist das Spiel an sich einfach zu dünn.

 

Bei Eurospielen sind Figuren eher störend, Klötzchen oder Meeple dagegen perfekt für die Mechanik. Man stelle sich sich vor, man würde 28mm Figuren mit ausladenden Waffen in einen El Grande-Turm werfen ...

 

Eurotrash-Spiele (wie z.B. Blood Rage) sitzen ein wenig zwischen den Stühlen. Man könnte sie genausogut auch mit Klötzchen spielen, weil die Mechanik gut genug ist, aber (für manche) stellen die Figuren einen zusätzlichen Reiz dar. Nötig sind sie aber auf keinen Fall.

Rising Sun scheint ebenfalls ein lupenreines Eurotrash zu werden ...

bearbeitet von CorlissEngine

Biete Fantasy- und 40k-Zeuchs

Verkaufe viele fiese Gnoblars ...

Blut, Gold und Ehre - Oger-Berichte aus dem Sturm

DonVoss: "Aber klar, wer im Inneren eher Khornebeserker ist als Zauberkünstler, der rockt auch die Magiephase..."

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Naja, bei vielen Ameritrash-Spielen ist es ja tatsächlich so, wie Falk sagt, dass die Miniaturen über ein eher mittelmäßiges Spiel 'hinwegtäuschen' - geht mir nicht anders. Ich bin CMON-Fanboi, habe bei fast allen Zombicide-KS mitgemacht und das Spiel kommt bei uns echt oft auf den Tisch. Aber großes Design-Kino ist das wirklich nicht (anders als z.B. Blood Rage).

Insofern kann ich ein Zögern da schon verstehen. Glaube aber, dass man sich da wenig Sorgen machen muss. Ich bin fest davon überzeugt, dass RS ein ziemlich cooles Spiel werden wird, ob mit oder ohne Minis ...

 

And now to something completely different ...

 

Hier ist übrigens noch ein Überblick über die 'Kami Unbound'-Variante, die gerade unlocked wird (also die Variante, wo die Kami sich manifestieren und auch als Figuren auf dem Board präsent sind):

 

KAMI UNBOUND

Kami Unbound is a new ruleset which makes the presence of the Kami even more potent and vital in Rising Sun! Normally, the influence of the Kami is restricted to the bonuses each of them grant during the Kami turn, granted to the Clan who has the most Shinto worshiping them. With Kami Unbound, the Kami will get their own figure, which starts the game in a specific Province.

While no Clan worships that Kami, the figure just stands there, watching over the mortals' actions. However, as soon as one of the Clans sends one of their Shinto to worship that Kami, they take its Kami power card (an all new component), placing it next to their Clan Screen to mark that they have the favor of that god. While you have the favor of a Kami, its figure basically counts as one of your figures. It can be moved when you Marshal and counts as 1 Force to your Clan when deciding Harvests and Battles. Also, being the powerful forces they are, Kami can never be Taken Hostage, targeted with Betrayal, or even killed!

KAMI POWERS

More than that, the Kami card lists a special power the player can choose to activate. In order to use the Kami power, the player must Consume one of the Shinto they have worshiping that Kami. In an overwhelming demonstration of faith, the Shinto is removed from the Temple tile and returned to your reserve (though not technically killed). When this is done the power on the Kami card is activated, granting its controller its power!

Players may lose the favor of a Kami, however, either by Consuming one of their Shinto to activate the Kami power, or because another player recruited more Shinto than them to that Kami (or is tied for Shinto but has more Honor than them). If that happens, the Kami card, and control of the Kami, immediately passes to the new player who now gains all the benefits of having the favor of that Kami (including being able to activate the Kami's power!).

UNLEASH THE KAMI!

The Kami Unbound ruleset brings a new experience to the table. The Kami are already a powerful force in Rising Sun, drastically shaping the way the game plays with their unique benefits, but now they shape the battlefield as well. By utilizing this ruleset, players will create a diverse flow between the Shinto shrines and the province map at large. 

Suddenly all new focus comes over the Shinto shrines, whereas previously a more war-oriented player might have neglected the options they bring (foolishly or not!) now there is a tangible political and wartime presence to be gained! Of course, this opens up options for the more subterfuge-oriented players as well, as the favor of the gods is ever-shifting based on your worship and Honor. Both these factors can be manipulated to create sudden and game-changing strategies that cunning warlords can utilize against their foes!

bearbeitet von CorlissEngine

Biete Fantasy- und 40k-Zeuchs

Verkaufe viele fiese Gnoblars ...

Blut, Gold und Ehre - Oger-Berichte aus dem Sturm

DonVoss: "Aber klar, wer im Inneren eher Khornebeserker ist als Zauberkünstler, der rockt auch die Magiephase..."

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Gut auf den Punkt gebracht, CorlissEngine, den Begriff "Eurotrash" kannte ich tatsächlich noch nicht, der trifft es ganz gut. Ich finde diesen Trend, alle möglichen Spielkonzepte mit Miniaturen zu "veredeln", nur weil das auf KS gut läuft, etwas seltsam. Das ist natürlich reine Geschmackssache, aber ich komme mir doof vor, wenn ich super detailierte und (von mir natürlich hervorragend) bemalte Figuren wie Meeple auf 'nem Pappkarton platziere. Regeln und Material müssen schon zusammenpassen, sonst fühlt sich das "falsch" an.

Anderes Beispiel: Siedler von Catan. Die aktuelle Version kommt mit "realistischen" Plastikminis, das finde ich für das Spiel völlig unpassend. Die alten stilisierten Holzfigürchen passen für mich wesentlich besser zur Mechanik.

 

Und dieser Trend zur sinnlosen Tabletopisierung weckt in mir stets den Verdacht, dass es nur darum geht, Minis zu verkaufen, und die Regeln bloß ein Verkaufsvehikel sind, in dem möglichst wenig Arbeit steckt. Zombicide kenne ich, mir gefällt das Spiel durchaus, aber man merkt schon, dass es sich auf seinen Look verlässt, und die Regeln wenig Gehirnschmalz erfordert haben. GW arbeitet ja seit Menschengedenken auch ganz ähnlich.

 

Über die CMON-Spiele liest man freilich viel Gutes, deswegen bin ich auf die Regeln gespannt. Wenn es ein gutes Spiel mit guten Minis wird, dann kaufe ich es wahrscheinlich - auch wenn die beiden Aspekte nur marginal zusammenpassen sollten.

bearbeitet von Falk

Verloren im Altborn - endlich wieder pinseln!

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Leider kann man bei Kickstarter nur mit Kreditkarte investieren... fällt leider für mich aus.

Ansonsten sieht das Spiel echt gut aus und wenn es ähnlich zu Blood Rage wird, dann sicher auch spielenswert.

Malifaux: Guild, Resser, Arcanists, Outcasts, 10 Thunder

Dystopian Wars: Russen, HEC

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Glaube, bei CMON kann man Late Backer nach Ablauf der Kampagne auch ohne Kreditkarte einsteigen, 100% sicher bin ich mir aber nicht.

 

Die Hälfte des Betrages für den ersten Kami ist geschafft, und ab jetzt wird's wohl schneller gehen - das nächste Add-on ist gerade angekündigt worden, und tickt bereits die Beträge hoch.

Wie von vielen verlangt ein größereres Board. Aber nicht aus Pappe, sondern aus Neopren. :)

 

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Biete Fantasy- und 40k-Zeuchs

Verkaufe viele fiese Gnoblars ...

Blut, Gold und Ehre - Oger-Berichte aus dem Sturm

DonVoss: "Aber klar, wer im Inneren eher Khornebeserker ist als Zauberkünstler, der rockt auch die Magiephase..."

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Uh, das ist gut. Nicht ganz billig, aber schick und superpraktisch!

 

@Kreditkarte

Bin mir nicht sicher, ob man bei meiner Bank überhaupt noch ein Girokonto eröffnen kann, ohne mit einer Kreditkarte beworfen zu werden. Einfach mal bei der Bank nachfragen, Kreditkarten kosten praktisch nix und haben keinerlei Nachteile. Ich bin jedenfalls sehr zufrieden, eine zu haben - ich verwende das Ding extremst selten, aber für sowas wie KS ist es halt ganz praktisch.

bearbeitet von Falk

Verloren im Altborn - endlich wieder pinseln!

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Der einzige Nachteil von so Neopren-Matten ist meistens, dass sie nicht in die Schachtel passen ... :-/

Aber ansonsten leider schon extrem geil.

Biete Fantasy- und 40k-Zeuchs

Verkaufe viele fiese Gnoblars ...

Blut, Gold und Ehre - Oger-Berichte aus dem Sturm

DonVoss: "Aber klar, wer im Inneren eher Khornebeserker ist als Zauberkünstler, der rockt auch die Magiephase..."

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Witzigerweise haben sie die Neoprenmatte bei XenoShyft Onslaught damals in der Größe so gestaltet, dass sie genau in die Schachtel gepasst hat. Bei Dreadmire haben sie die Matte dann mit einem Rand versehen der die Matte zu groß macht. Die Qualität beider Matten ist aber sehr gut und ich mag die Teile einfach.

Spiel ein Spiel! - Mein Blog über Spiele: http://spieleinspiel.blogspot.de/

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So, der erste Kami ist freigeschaltet, wir sind auf dem Weg zum zweiten ...

 

If we reach $2,500k all backers will get the great Susanoo, including his figure and Kami card to use with the Kami Unbound rules! In case you haven't already, make sure to learn all about the rules for the Kami Unbound expansion HERE.

Susanoo resin figure. Susanoo resin figure.

Susanoo is the god of the sea and storms. At his altar, those who worship him are able to summon one of their Bushi warriors to any Province in the map.

The player with the most influence with Susanoo can choose to Consume one of their worshipping Shinto to activate Susanoo's Kami Power: When they summon a Bushi, they may bring two extra Bushi to the same Province. Your forces will be a sudden tidal wave crashing against your opponents!

Biete Fantasy- und 40k-Zeuchs

Verkaufe viele fiese Gnoblars ...

Blut, Gold und Ehre - Oger-Berichte aus dem Sturm

DonVoss: "Aber klar, wer im Inneren eher Khornebeserker ist als Zauberkünstler, der rockt auch die Magiephase..."

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Bereits unlocked:

 

If we reach $2,620k all backers will get the mysterious Ryujin, including his figure and Kami card to use with the Kami Unbound rules!

Ryujin resin figure. Ryujin resin figure.

Ryujin is the god of the oceans. Clans who send their Shinto to honor his temple may get one Victory Point for each Stronghold they have on the Map.

The player with the most influence with Ryujin can choose to Consume one of their worshipping Shinto to activate Ryujin's Kami Power: When you Marshal you may move your figures to the Ship Routes that connect to their Province (maximum of one figure per Ship Route). By the grace of Ryujin, those figures may remain on those Ship Routes until the War Phase begins. At that point, you have the flexibility of choosing to which Province connected to that Ship Route you wish to move your figure. If several players have figures waiting on Ship Routes, the player with the lowest Honor must decide first where to move their figures, then the player above them in Honor does the same, and so on.

Biete Fantasy- und 40k-Zeuchs

Verkaufe viele fiese Gnoblars ...

Blut, Gold und Ehre - Oger-Berichte aus dem Sturm

DonVoss: "Aber klar, wer im Inneren eher Khornebeserker ist als Zauberkünstler, der rockt auch die Magiephase..."

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Und dann kam zwischendrin ein dickes Add-On, was die Zahlen ordentlich nach oben getrieben hat: Dynasty Invasion.

$50 für zwei neue Clans.

 

 

eeb2d9467f3d27570855119a99e455ed_origina

 

All 27 miniatures that come in the Dynasty Invasion box. All 27 miniatures that come in the Dynasty Invasion box.

 

Nǐ hǎo, honorable backers.

Today we bring you a substantial addition to the game. The Land of the Rising Sun is about to be infiltrated!

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Sailing across the ocean from another land, the Dynasty Invasion brings two full new Clans, who will count on their own Seven Lucky Gods and introduce an extra Set of Season cards! For $50 this Optional Buy expansion brings a lot of extra variety to Rising Sun, featuring two Clans that forego the allegiance of Japanese Monsters, relying on their own Seven Lucky Gods instead.

The Dynasty Invasion expansion box contains:

  • 27 Miniatures 
  •    1 Moon Clan Daimyo 
  •    3 Moon Clan Shinto 
  •    3 Moon Clan Bushi A 
  •    3 Moon Clan Bushi B 
  •    1 Sun Clan Daimyo 
  •    3 Sun Clan Shinto 
  •    3 Sun Clan Bushi A 
  •    3 Sun Clan Bushi B 
  •    7 Lucky Gods 
  • 4 Plastic Clan Markers 
  • 2 Clan Screens 
  • 1 Political/War Tile 
  • 8 Stronghold Tokens 
  • 15 Season Cards 
  • 7 Lucky God Monster Cards 
  • 20 Counter Bases

While this the Dynasty Invasion box will be available later on in retail for an estimated $60 price, backers who acquire it now will also get this Kickstarter Exclusive content which will not be available later:

  • 1 Moon Clan Plastic Alliance Marker 
  • 4 Moon Clan Plastic Strongholds 
  • 1 Sun Clan Plastic Alliance Marker 
  • 4 Sun Clan Plastic Strongholds

The Dynasty Invasion box comes with a whole new extra Set of Season Cards, containing 15 Season cards (5 for each Season). These bring new gameplay and strategies not just for the Dynasty Invasion Clans, but are available to all Clans in the game!

New Set of Season cards. New Set of Season cards.

 

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Of course, the Sun and Moon Clans would feel pretty ashamed of themselves if they only had cardboard Strongholds and Alliance tokens when they met their opponents stylish plastic pieces. If you get the Dynasty Invasion Optional Buy in this campaign, you will also get all the Kickstarter Exclusive plastic Strongholds and Alliance markers to supply the Sun and Moon clans.

The exclusive Sun and Moon plastic Alliance and Stronghold tokens. The exclusive Sun and Moon plastic Alliance and Stronghold tokens.

 

Let’s explore each aspect of these strange newcomers!

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Like the six other Clans you already know, the two Dynasty Invasion Clans have each their own unique miniatures for their Daimyo, Shinto, and Bushi figures. They also each have their own unique special ability that sets them apart from all others. But more than that, these two new Clans cannot acquire Season cards of the normal Monsters that the regular Clans use to bolster their forces. Instead, the Dynasty Invasion Clans are the only ones who can acquire the Seven Lucky Gods to add them to their Clans. We’ll explore them further below.

MOON CLAN

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The Moon Clan is a shady adversary, starting with the lowest Honor in the game, and taking Oshu as their home province. They are imbued with a powerful and mysterious force, which gives all of its figures 2 Force. Even while these figures would normally have more or less Force, as part of the Moon Clan they always bring 2 Force to their disputes. This otherworldly power makes the Moon Clan less welcome to the Temples of the Kami, meaning they can only ever have up to two of their figures worshipping the Kami at any time (among all 4 Temples). The Moon Clan will often have to rely on its raw Strength, since their Seasonal Income of Coins is also the lowest in the game.

Let’s take a look at each of their figures:

Moon Clan Daimyo resin figure. Moon Clan Daimyo resin figure.

 

Art by Adrian Smith. Art by Adrian Smith.

 

Moon Clan Shinto resin figure. Moon Clan Shinto resin figure.

 

Art by Adrian Smith. Art by Adrian Smith.

 

Moon Clan Bushi A resin figure. Moon Clan Bushi A resin figure.

 

Art by Adrian Smith. Art by Adrian Smith.

 

Moon Clan Bushi B resin figure. Moon Clan Bushi B resin figure.

 

Art by Adrian Smith. Art by Adrian Smith.

 

SUN CLAN

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The Sun Clan is a mighty one. Starting with high Honor and high Seasonal Income, they are a beacon of light across the land, taking Shikoku as their home province. Honor is key for their special ability, as whenever they win a tie against an opponent by having higher Honor, they immediately take 1 Coin and 1 Victory Point from them (if able). This might happen when worshipping Kami, deciding Harvests, fighting Battles, etc. Their enemies should always be weary of going toe toe against the Sun Clan, if their Honor is not up to their lofty standards.

Let’s take a look at each of their figures:

Sun Clan Daimyo resin figure. Sun Clan Daimyo resin figure.

 

Art by Adrian Smith. Art by Adrian Smith.

 

Sun Clan Shinto resin figure. Sun Clan Shinto resin figure.

 

Art by Adrian Smith. Art by Adrian Smith.

 

Sun Clan Bushi A resin figure. Sun Clan Bushi A resin figure.

 

Art by Adrian Smith. Art by Adrian Smith.

 

Sun Clan Bushi B resin figure. Sun Clan Bushi B resin figure.

 

Die beiden Dynasty-Clans können nicht die herkömmlichen Monster benutzen, sondern stattdessen ihre 7 Lucky Gods.

 

The Seven Lucky Gods are the equivalent of Monsters, but they can only be acquired by the Dynasty Invasion Clans (which is fortunate, since they are unable to acquire the regular Monsters). Their Season cards are simply added to the normal Season cards whenever a Dynasty Invasion Clan is in play.

Let's take a look at each of the Seven Lucky Gods:

JOROJIN

The god of longevity, Jorojin helps his Clan to accumulate Virtues through the course of the year. As long as Jorojin is on the Map, whenever his Clan acquires a Virtue Season card, it costs them 1 less Coin.

Jorojin resin figure. Jorojin resin figure.

 

Art by Adrian Smith. Art by Adrian Smith.

EBISU

The god prosperity, patron of fishermen, Ebisu can ensure his Clan's resources are plentiful. If he is killed, his Clan immediately gains 8 Coins which can be used to ensure a crushing victory in subsequent Battles.

Ebisu resin figure. Ebisu resin figure.

 

Art by Adrian Smith. Art by Adrian Smith.

FUKUROKUJU

The god of wisdom, Fukurokuju is a long-lived natural leader of men. He counts as a Daimyo, and as such cannot be taken hostage or persuaded to betray his Clan.

Fukurokuju resin figure. Fukurokuju resin figure.

 

Art by Adrian Smith. Art by Adrian Smith.

BISHAMON

The god of fortune in war, Bishamon is always ready to take down the largest of foes. If there's an opponent's Monster in his Province, Bishamon counts as 4 Force.

Bishamon resin figure. Bishamon resin figure.

 

Art by Adrian Smith. Art by Adrian Smith.

BENTEN

The goddess of beauty and music, Benten is able to tame the wildest of creatures. Monsters belonging to other Clans don't contribute their Force to the Province where Benten stands, and lose their ability while there.

Benten resin figure. Benten resin figure.

 

Art by Adrian Smith. Art by Adrian Smith.

DAIKOKUTEN

The god of commerce and prosperity, Daikokuten can guarantee a bountiful harvest. When a Harvest Mandate is played, his Clan is always considered to have the most Force in the province where Daikokuten stands.

Daikokuten resin figure. Daikokuten resin figure.

 

Art by Adrian Smith. Art by Adrian Smith.

HOTEI

The god of fortune and popularity, Hotei is able to worship the Kami like a Shinto. However, his influence can have a great effect on the Kami. If your Clan doesn't win the favor of the Kami in the Temple where Hotei is, then nobody else can win that favor either.

Hotei resin figure. Hotei resin figure.

Biete Fantasy- und 40k-Zeuchs

Verkaufe viele fiese Gnoblars ...

Blut, Gold und Ehre - Oger-Berichte aus dem Sturm

DonVoss: "Aber klar, wer im Inneren eher Khornebeserker ist als Zauberkünstler, der rockt auch die Magiephase..."

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