The new hotness from FFG this game seamlessly combines a rich RPG experience with their innovative living card game (LCG) format.
Players take on the role of investigators and build their own player decks either using the pre-built format or with a customisation element to build their characters how they wish. The core game provides 5 different characters but only enough cards to build 2 decks. The game is designed to play anywhere from 1-4 players. Each player deck contains assets and abilities to use but crucially also has a character flaw that must be included. Will paranoia grip your character at a crucial moment?
Games can be played individually or linked through a narrative campaign where a player deck can be enhanced through gameplay or certain cards can be removed as they are affected by the game. Other cards can be upgraded using experience points to make them better.
Each game is a series of Acts to which players must meet requirements in order to progress. against there Acts there are Agendas that will be set in motion should the players take too long to complete an Act. Players travel to Locations and perform up to 3 actions each turn to achieve the requirements of the story. A random deck of monsters and events is used as AI Dungeon Master working against the players.
Another innovative mechanic in the game is the chaos bag. This replaces any dice rolling that is required in standard RPG games. The chaos bag contains a handful of tokens with various numerical modifiers. The contents of the bag can be tailored to change the level of difficulty during a game or campaign. When a character is required to make a skill check or a melee attack he consults his profile for the stat, can discard as many card from his hand that enhance the stat and then draw a token out of the chaos bag. If the final result equals or beats the required target it is a success, otherwise it’s a fail.
With 1 deluxe expansion already published and 2 Mythos Cycle packs released for the expansion this game has some major support behind it. There are also 2 stand alone scenarios available currently. These can be played as standard games or brought into the campaign – Curse of the Rougarou and Carnevale of Horrors.
I have pimped my game out with a box organiser, a special chaos bag (Elder Sign bag) and the official playmat from FFG. Very much looking forward to more games in the future.
So with Asami bringing a much-needed summoning force to the Ten Thunders let’s have a look and see what’s available for her to use.
She can summon Oni minion models with a similar trait to most other summoning masters – Target Number (TN) is 10 + the cost of the model you wish to summon + a mask in this case. She does not need corpse counters like Nicodem, or to hurt enemy models like Molly and the summoned models come in at full health. So what’s the down side? They gain the Flicker condition which is reduced at the end of the turn. Once you have no flicker left you are removed from play. This gives her a great shoot and forget mechanic, drop a high mask card and get a gribble beast out for a turn. Potentially 3 times.
In addition she can remove corpse markers nearby to increase the flicker condition giving the summoned model some longevity.
Her totem can also increase the flicker condition but only once per model each turn.
Friendly Oni can also damage her in order to make a 2AP charge action for 1AP, perfect for those summoned models to charge right in and do some damage.
So what models can she summon? We have Tengu at 8Masks, Yokai at 9Masks, Obsidian Oni at 10Masks and Jorogumo at 13Masks
That is a pretty good range of models that can be summoned in with a range of cards.
BUUTTT let’s have a look at Mr Tannen. His action allows masks to be used at their face value + 2 so suddenly we are popping Tengu out on a 6 and Jorogumo on 11Masks. Throw Sensei Yu into the mix and we have 4AP to use for summoning scary monsters.
Asami has experienced more pain in her relatively few years than most people are capable of enduring in a lifetime. As a child, she saw faint lights which she knew came from Beyond. To guard her from judgment, her father kept her isolated. Asami grew lonely and yearned for the day she would have a family of her own.
Following an attack on her family shrine, she lost not only her father but also her fertility, and with it, the hope of creating her own family. Mortally wounded, Asami let the Amanjaku inside her soul, bestowing her with the bestial power of the oni – power which escalated as she let the demon even deeper within her, lured on by its promise to grant her a child. The exchange was a dark pact; the ravenous maw splitting the back of her head is both a constant reminder of her own insatiable hunger for the life she lost and the cruel mark of her oni manipulator.
The Ten Thunders have recruited Asami into their number, hoping to use her demonic strength for themselves, but whether they will be able to control her is another matter entirely.
Asami’s box contains six models, including Asami herself. Ohaguro Bettari is a fast melee Henchman who can Charge without needing LoS and who can prevent enemy defensive Triggers. Asami’s totem, Amanjaku, can increase the value of Conditions on models and provide cover. Yokai are reliable melee models with good versatility, who are particularly strong summons for Asami.
Asami brings a whole new playstyle to the Ten Thunders Faction in the form of summoning. She has a highly versatile and unique summoning Action coupled with numerous ways to support and reposition her Crew. She is also hard to damage with a Defense of seven, Hard to Kill, and an Action to heal herself. Her low Wounds mean that when she does start taking damage, she is in trouble.
Asami’s signature Action is From The Maw They Come, which allows her to summon any Ten Thunders Oni Minion. Unlike most summoners, which damage the models they summon, Asami’s Oni come in with full health and the Flicker Condition, which limits the number of turns they remain in play. This creates a unique style where Asami summons a model in for a Turn, gives it the ability it to Charge with her Wrath of the Oni Ability, and then allows it to be sacrificed. She can keep her models around longer by summoning them near Corpse and Scrap Markers. In addition to her summoning, Asami can hand out the Focused Condition with Oni’s Strength, pull models towards her with Reaching Tendrils, and devour her enemies with Another Mouth to Feed.
The Upgrades at Asami’s disposal continue to add to her unique style of summoning. Feigned Weakness allows Asami to summon a model when the enemy scores VP (if the opposing Crew is ahead of her). A Heavenly Design greatly increases Asami’s mobility by giving her a placement effect, and it lets her place a Scheme Marker next to a friendly model when it is sacrificed, allowing her to take advantage of the disappearance of her summoned models. Nefarious Pact gives her more card draw and prevents enemies from being able to remove Conditions from her Crew.
Asami is a summoner unlike any other in Malifaux, and she will terrorize your opponents as her Oni claim victory.
Another Monday preview. This time a Ten Thunders Master who has the ONI characteristic. With only a few models so far with ONI this looks like her crew may be concentrating on this.
Rush of Magic gives some needed card draws, HtK will help her survive. Wp7 seems very good. Let’s hope she has some way of self-healing as her ability to allow other models to hurt her to do a (2) charge as a (1)AP action seems great.