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  • John de Campos

Magfest 2020

WOW! what an amazing time at Magfest 2020. We were featured as part of the Magfest Tabletop showcase or "MITS" and our team staffed from 10am to 9 pm for 2 days straight!

As always, some really great notes and feedback come out of the nearly 40 playtesters we met. Some of these notes were no brainers, like adding an overview of how each faction works to the faction sections, like this...

ZOMBIES – MELEE | TYPICAL | UNDYING

Zombies are slow-moving, disposable attackers that create obstacles on both sides of the battle. If used wisely, they can be tide turning late-game upsetters as they refuse to die and just keep coming back for more.

Also, these ideas on our Evasion mechanic-

Evasions should not be optional and when you complete one, you should have to move 1 to 3 spaces as opposed to "up to 3 spaces"

These ideas are keepers!

We also got some other cool ideas that are certainly doable but maybe not a great call. Tell us, what do yall think about these suggestions?

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The Surge point counter should be a spin down D6 as opposed to a standard D6 with the custom 1 face. This would likely be a fully custom D6 and could be a cool stretch goal but not totally essential.

If range attacks come from an adjacent space or "point-blank" the defending token should have to roll a 5 or 6 to evade as opposed to a 4,5 or 6.

A successful evasion should just be 5 or 6 regardless of distance as some players felt a 50/50 probability is too low and evasion should be just a hair more difficult.

Soldiers ability PHALANX should be an ability that can be played defensively and offensively - would work like this (with new team mech overview included) - SOLDIERS – MELEE | TYPICAL | HUMAN Soldiers work best as a 3 man squad, keeping in lockstep as they encroach on enemies, controlling pockets of the Battleground as they find their moment to attack.

MARCH: Move up to 2 other Soldiers up to 2 spaces each. PHALANX: Ready this Soldier. While Readied - If this Soldier battles or retaliates, it gets +1 Threat for each friendly surrounding Soldier (in addition to adjacent friendly soldiers) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - LET US KNOW WHAT YOU THINK!

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