Almost every character had an important role—even if that was just hiding in a nook holding treasures delivered by teammates. Pretty funny watching big ol’ boys like Ihm’ Matt and the Swarmlord come marching over bringing goodies to hunched little Vermin Mouth lurking in some ruins. A tremendous amount of maneuver in the game as well, one of the things I appreciate most about Relicblade, with action everywhere and characters enacting really dynamic paths with lots of advancing, retreating, and even resurging. Great imagery as Nelda the Keeper went running across a series of ladder bridges behind her Sabertooth companion, transforming into a Cave Bear mid-air as they leapt at a skeleton together. Teklin, grenadier extraordinaire, held all foes out of his corner, charging onto a bridge, leaping into the river, and struggling mightily against the current to reach a raised dais perfect for sniping, all while putting out extraordinary damage at range. As usual a clear standout was the humble Billman, salt o’ the urth, dashing across rocks, rivers, and bridges, clobbering vagrants, and holding off frickin’ yetis and their silly long arms to singlehandedly claim multiple treasures. Fittingly, in the end the closely fought battle wound up a draw at the last possible moment when Lotus Bladesong tried for the relic in the final activation of the game but got tripped up just enough by Nelda’s Sabertooth that the Bladesong then wasn’t ready when the last two skeletons lurched up out of the dark and skewered her, dropping both the relic and the small treasure she’d picked up early on… Honestly didn’t even occur to me to just sit pat and take the minor victory rather than making a play for the relic and risking a draw.
Tag Archives: relicblade
Relicblade Gladiator Arena
“TWO MEN ENTER, ONE MA—err… three pigmen, an ogre, two soldiers, a barbarian, a sabretooth cat, a lizardman, a samurai, and another barbarian… <double checks> ENTER, … <counting> FOUR OF THEM LEAVE!”
The local Lord of Darkness and his Aug-Suul henchtrolls have captured several parties of adventurers and thrown them into the arena to battle for their freedom! Also, the visiting ~~̶G̶a̶n̶d̶a̶l̶f̶~~ err ~~̶F̶i̶z̶b̶a̶n̶ ̶t̶h̶e̶ ̶F̶a̶b̶u̶l̶o̶u̶s̶~~ err White Wizard Numero Uno is horrified yet intrigued to discover the evening’s entertainment is NOT simply a skeleton cabaret as he had let himself be led to believe.
A scenario made up on the fly to utilize this ~~̶a̶w̶e̶s̶o̶m̶e̶ ̶P̶l̶a̶y̶m̶o̶b̶i̶l̶ ̶c̶h̶i̶l̶d̶r̶e̶n̶’̶s̶ ̶t̶o̶y̶~~ very serious historical wargaming terrain. A rack of powerful relic weapons is at arena center. Captured adventurers start chained to rocks, with one party member waiting in the entrance tunnel to be permitted in as reinforcements. Monsters appear every turn from underground entrances around the circle. Disabling a monster grants a favor thrown from the crowd (small items, potions, etc). Killing a monster is one point, destroying a character two points, and the party with most points at game end earns the appreciation of the Lord of Darkness and is granted their freedom.
Mechanically we could maybe tweak this a little. Two of the three players (Jesse and I) just wound up in a huge scrum in the middle. Though, to be fair, the other player (Jake) simply walked carefully around avoiding the scrum to kill monsters, gain points, and win the scenario. So maybe the mechanics worked great and the two scrummers are just stubborn and dumb?
Thematically it was pretty cool. To paraphrase Jesse: “Time for all those Latin classes to shine! <starts discoursing at length on the layout and construction of the Colliseum>”
In any event: <SPOILER ALERT> The Lord of Darkness lied (!!!) and at the end sent all the warriors down into the pits anyway because THEY ARE THE MONSTERS NOW.
Relicblade 2-on-1
Tried something a little different in our Relicblade game last night, a large 2-on-1: 200pts of Lone Guard against 2x100pts of Wretched Hive. Seven beacons placed around a 2×4 board. Activate for a round & score a point on a 5+. Deployment within 4″ of table corners and the long edge midpoints.
This worked pretty well, but we over-thought the activation rules. Of course a sequence like Lizard player A, Lizard player B, Guard player wouldn’t work well. So we went back and forth between the three players, i.e., Lizard player A, Guard player, Lizard player B, Guard player, Lizard player A, and repeat. This is ok, and ensures every human gets to do something in a reasonable amount of time. But it gives the solitary player a tactical advantage to sequencing activations in multi-character fights, e.g., to hit Lizard player A’s character twice while they can’t respond because it’s Lizard player B’s turn. So it’d be better to just play Lizards, Guard, Lizards, Guard, etc, and let the team activate in whatever order they want.
Separately, Pigs and Aug-Suul had a flash mob dance party on the temple steps…