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237051498 Seitenabrufe seit dem 30.06.2003


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HauptseiteBrettspieleFirmen (Brettspiele)Hall or Nothing Productions


Hall or Nothing Productions

Exciting Thematic Games

Independent card and board games for those who crave adventure in fantastical worlds from Tristan Hall (ninjadorg).

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1815, Scum of the Earth: The Battle of Waterloo

       

The third in the Historic Epic Battle System series of games.

Relive the legendary Battle of Waterloo!

18th June 1815, Napoleon Bonaparte is determined to rise back to power and claim all of Europe as his prize, but is stopped in his tracks by the might of the forces led by an unassuming yet undefeated Arthur Wellesley and his charismatic Prussian ally Blücher.

1815, Scum of the Earth is an asymmetric, competitive, tactical card game, and successor to the award-winning 1066, Tears to Many Mothers (and 1565, St. Elmo's Pay), with which it is fully compatible. Each player, as either the Duke of Wellington or Napoleon, musters troops and resources to overcome the various obstacles in their path before their armies clash in an epic battle over three farms forward of the ridge at Waterloo: Hougoumont, La Haye Sainte, and Papelotte.

Every beautiful card in the game is inspired by a real person or event from the time. With a focus on quick, tactical play and a thematic re-imagining of the events of the time, the game is non-collectable, and there is no deck building required. Each player simply grabs their deck and shuffles, then play begins.

Note on title: Though not an accurate description of their formidable fighting prowess, Wellington himself referred to his men on more than one occasion as Scum of the Earth. “The French system of conscription brings together a fair sample of all classes; ours is composed of the scum of the earth—the mere scum of the earth. It is only wonderful that we should be able to make so much out of them afterwards.” – ‘Notes of conversations with the Duke of Wellington, 1831-1851’ by Philip Henry, 5th Earl Stanhope

   

Gloom of Kilforth: A Fantasy Quest Game

       

The land of Kilforth is a perilous domain filled with nefarious monsters, mysterious Strangers and treacherous Locations, and dominated at its centre by The Sprawl, a huge city where intrepid Heroes begin their journey to fame and fortune. Throughout the land various factions vie for power over each other, such as the supposedly noble Order of the Rose or the terrifying Doom Guard. And presiding over the world outside Kilforth is the ever-present Overlord, Masklaw. Over the coming month, a deadly Gloom will descend upon Kilforth,which the Heroes must Battle through to prove their worth, defeat an Ancient evil, and save the land from darkness.
Gloom of Kilforth is a card game of high fantasy with a Gothic edge, playable in 1-3 hours, where 1-4 players, working individually or together, must take their humble adventurers on a journey through a dark world of magic and peril. They will visit strange places, stranger people and overcome powerful enemies in their mission to discover mysterious artefacts and mystical Spells. Players follow their Hero’s tale from modest beginnings through an epic story to an exciting climactic battle for the fate of the world. Gloom of Kilforth takes about 45 minutes per player to play.

The following is taken from my design journal:

This game has been in development for a long time and has undergone so many permutations in the last six years that I’ve literally ripped it up and started again numerous times. From board game, to miniatures game, to proto-RPG I’ve finally settled on a format I hope will be cost effective and elegant: the card game.
Gloom of Kilforth sees 1-4 players taking a humble adventurer on a journey through a dark world of magic and peril and following their tale from modest beginnings through an epic story to an exciting climactic battle for the fate of the world.
Drawing inspiration from titles we’ve already seen like combat-heavy tactical dungeon crawls (Descent, D&D, etc.), condensed overland adventures concerned either with combat (Runebound) or random encounters (Talisman), games that stretch into story-telling (Tales of the Arabian Nights), cooperative games against insurmountable odds (Arkham Horror, Defenders of the Realm), and tactical adventure card games (Lord of the Rings: The Card Game), I’ve always been looking to design a game that distils the heroic story telling of an in-depth role playing game down into an amount of time that’s playable in an evening. It’s something that many of us crave as we get older and have kids and relationships and jobs and so on which preclude us from throwing all that time away on months of role-playing games.
So whilst I wanted to include all the high fantasy stuff that many of us love, and which in many ways mostly stems from Tolkien’s work, I also tried to develop new techniques of weaving them together to create story-based gameplay.
The two key drivers for the game are the Saga Chapters and Night card decks. The Sagas represent the tales that the heroes will tell as they progress on their journey to fame and fortune, whilst the Night cards are global events that can affect everyone in the Kingdom.

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