Monday Preview - War of the Spirits

Happy Monday Wyrdos!  Today our Monday Preview is of the upcoming Darkness Comes Rattling expansion, War of the Spirits.  We are taking a look at two new characters you will get to play as, Janbaaj and Amenset.  Let's learn a little about them!  

Janbaaj, an exile who has wandered Tallil looking for answers, has finally found them in the camaraderie of his newly found companions. He utilizes the Corruption Skill, honing in on his inner darkness as a tool to defeat the challenges that face him.


Amenset has seen through the veil that separates the realm of the spirits and Tallil and knows that something must be done before both worlds are lost. Unlike all of the other Warriors in the game, Amenset is without a default Skill; instead, she may choose her Skill at the beginning of each day, making her an incredibly flexible character that fits into any party.

Head over to our forums to discuss! 

Monday Preview - Fire Golem

Happy Monday Wyrdos!  Today is shaping up to be a hot one.  In fact it is getting really hot!  I guess that is what we get for inviting the Fire Golem into the office today.  Let's take a look at this guy!

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The Fire Golem is a powerful enforcer that utilizes the Burning Condition in a number of new ways. In addition to lighting enemies on fire with its Flaming Fist and Flame Tornado attacks, it possesses the Flame Nova Action, which lets it discard a card to give all models within 3" and LoS (including itself) the Burning Condition. This isn't the only way the Fire Golem can light its own fire; it has the Kindling trigger on its Flaming Fists that increase its Burning, as well as the amazing Draw Off Flame action, which lets it teleport into base contact with a Burning model within 10" and absorb all of its flames.

As one might expect, the Fire Golem isn't really hindered by being on fire. It's immune to any sort of damage from the Burning Condition, and when it suffers damage, it can lower its Burning Condition to reduce the amount of damage it suffers by an equal amount. In order to make this ability more effect, the Fire Golem doesn't end its Burning Condition at the end of the turn... and neither does anyone unfortunate enough to be in base contact with it.

Somewhere in the far-away workshops of the Arcanists, Anasalea Kaeris is making squeeing sounds.

Head over to the forums to discuss your plans to burn everything!

Monday Preview - Fitzsimmons and Saboteurs

Happy Monday Wyrdos!  Today we are going to continue to look at Backdraft.  This time though, we will be taking a peek at the Arcanist side of things.  Let's see what Fitzsimmons and his Saboteurs are up to!

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Joshua Fitzsimmons and his Saboteurs are M&SU agents who focus on the Union's more destructive goals. Fitzsimmons' most interesting ability is his Spring Traps, which transforms friendly Scheme Markers within 6" of him into explosives that damage all enemy models around it. When combined with his Arson action - which lets him burn a Scheme Marker and an enemy model standing near it to the ground - this makes Fitzsimmons very good at offensive board control. Better yet, his "I Didn't Start the Fire" action lets him end the Burning Condition on an enemy model to place a Scheme Marker in base contact with that model, allowing him to go both ways.

His disguised Saboteurs follow this theme with their Detonate Hidden Charges action. This lets them damage and give Burning to enemy models within 2" of a Scheme Marker, all without discarding that Scheme Marker. They aren't quite as fire-focused as Fitzsimmons, however, and also carry Poisoned Knives to shake things up a bit. Both of these actions play right into the hands of their Set Up for Success ability, which allows a Saboteur to draw a card after it resolves an action that dealt damage to an enemy model within 2" of a Scheme Marker.

Head over to the forums to discuss!

Monday Preview - Popcorn Turner & Cooper Jones

Happy Monday Wyrdos!  We are taking a look at the other part of the Gremlins in the Backdraft Encounter box with Popcorn Turner and Cooper Jones.  Take a peek!

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Popcorn Turner and his assistant, Cooper Jones, are prominent brewers in the southern Bayou. Popcorn brings the potent Induction ability into the Gremlin faction, increasing the damage that nearby enemies suffer from Poison by +2. Better yet, he protects friendly models from suffering Poison damage, making all of those Tri-Chi models that gain Poison while healing themselves all the more effective at staying on the table.

As if Popcorn weren't borrowing enough from McMourning's playbook, he can also force models to immediately suffer damage equal to their Poison Condition, up to a maximum of five damage. When combined with the ability to light enemy models on fire and discard scheme markers to self-heal, this makes Popcorn Turner a very potent ally for the Brewmaster.

Cooper Jones, meanwhile, is capable of putting a good deal of Poison onto enemies, which supports her boss quite well. Her obsession with barrels allows her to break down scheme markers to heal nearby Constructs, or she can just hide inside of a barrel to increase her Armor. Better yet, if she gets a few drinks into her, she can turn scheme markers into Whiskey Gamin... without spending a single Action. Plus, just look at that awesome blowtorch!

This dynamic duo is sure to be a hit at parties, firework conventions, and in just about any Gremlin crew that enjoys a few good drinks.

Head over to the forums to discuss!

Monday Preview - Whiskey Gamin

Happy Monday Wyrdos!  Last week we finished looking at the Undying.  Now it's time to start looking into another upcoming story encounter box, Backdraft!  We are starting by looking at some of the Gremlin models.  To start with we have the Whiskey Gamin!  Let's learn a little about these adorable, delicious little barrels.  

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Unlike elemental Gamin, which are summoned by powerful magic spells and rituals, Whiskey Gamin are created by enterprising Gremlin artificers to carry their moonshine from one place to another. After the first few Whiskey Gamin disappeared into the swamp, the Gremlins started replacing their feet with wheels in order to make it more difficult for the little machines to run off with all their alcohol. When this made the Whiskey Gamin too cumbersome to escape predators (most notably, other Gremlins that wanted the moonshine they carried), the engineers replaced their arms with pump nozzles, allowing the Gamin to spray their attackers with the high proof (and very flammable) moonshine they carried.

This is Gremlin engineering at its finest, folks.

On the table, Whiskey Gamin are fast models that spread around (Alcohol) Poison(ing) and light inebriated models on fire. Like true Gamin, they explode when they are killed, showering everyone around them with moonshine.