The ritual track and how it triggers the endgame (different bosses depending on the rituals you complete) sounds pretty epic!!!
www.fantasyflightgames.com/edge_news.asp
The ritual track and how it triggers the endgame (different bosses depending on the rituals you complete) sounds pretty epic!!!
www.fantasyflightgames.com/edge_news.asp
I just read the cards in the preview closely, and they mention a wandering monster-track. Sounds pretty cool!
Frog said:
The ritual track and how it triggers the endgame (different bosses depending on the rituals you complete) sounds pretty epic!!!
www.fantasyflightgames.com/edge_news.asp
I'm a bit confused. I thought waking up the Primal Gods was a good thing and the goal of the game, so why does it sound like you have to fight them when they wake up?
TheStranger said:
I'm a bit confused. I thought waking up the Primal Gods was a good thing and the goal of the game, so why does it sound like you have to fight them when they wake up?
The goal of the game is to eliminate the Primal God's threat. You do this by waking him up and then beating the tar out of him. Its not that different from the goal of the base game (to beat Margoth or three of his LTs), it's just that in this one you apparently spend some time during the game completing these rituals that ultimately decide which Primal God you need to face off with. I think its an interesting idea. If these rituals also serve to put a more definitive timer on the game (and it sounds like they do) then so much the better.
Well, the description in the preview says:
Mists of Zanaga takes Runebound players into a forgotten land of jungles, swamps, and ancient civilizations. While the wonders of Zanaga attract all sorts of adventurers, the taint of Tarakhe lurks in the very mists that writhe across the land. He is the source of all corruption, and only the primal gods will be able to free the land from his rotting touch. However, the primal gods must first be awakened.
It sure sounds like this Tarakhe is the bad guy and the Primal Gods are the only ones that can save the land. So why would you need to beat the crap out of them?
TheStranger said:
It sure sounds like this Tarakhe is the bad guy and the Primal Gods are the only ones that can save the land. So why would you need to beat the crap out of them?
Because MAGIC!
No seriously, I'm working with incomplete information here so I have no idea.
Steve-O said:
TheStranger said:
It sure sounds like this Tarakhe is the bad guy and the Primal Gods are the only ones that can save the land. So why would you need to beat the crap out of them?
Because MAGIC!
No seriously, I'm working with incomplete information here so I have no idea.
I think the blurb from the expansion description page may explain it:
As the Dragon Wars become a distant memory for the people of Terrinoth, adventurers set their sights on new realms of adventure. Ships set sail across treacherous waters for the first time in centuries to open the doors to the forgotten world of Zanaga. Chaos grips the land. The old empire of lizardmen has fallen, its people have become shadows of their ancestors, descending into savagery. The taint of an ancient evil known as Tarakhe corrupts all and the primal gods must be awoken to restore the balance of nature. Only the reptilian makhim have the rituals to summon the primal powers that can purge Tarakhe’s corruption, but heroes are needed to face the primal gods before they destroy more than just Tarakhe...
I guess the Primal Gods are needed to destroy Tarakhe, but must then be defeated themselves before they destroy everything. A bit over-complicated, but at least it makes a certain amount of sense.