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Adepticon Painting Competition January 19, 2017 22:04

Our first painting competition will take place at Adepticon 2017. We're excited to see what the community can do. If you're going to be at the con bring us an entry or just stop by to check out the competition.

 

Rules for Entry:

  • Entrants must be registered attendees of Adepticon 2017
  • All entries must be submitted in person by the person who painted the entry. Submissions will be accepted during Adepticon vendor hall hours from 10:00am Thursday until 12 noon on Saturday, March 25, 2017
  • Entrants must pick up entries on Sunday, March 26 2017 before 3pm.  Red Republic Games, LLC cannot be responsible for storage or shipping of entries not picked up on time.
  • Entries may have been entered in prior competitions as long as the rights to photography and publication have not been exclusively granted to another party.
  • Entries must contain Arena Rex models. Models or parts from other manufacturers may not be included. Sculpting  and diorama bases may add to the overall presentation, remember that judging for this competition will focus exclusively on the painting of the miniature. Multiple miniatures may compose a single entry if that entry is a cohesive whole.
  • Entrants may submit as many entries as they wish, but may only win one prize.
  • Entrants are responsible for the transportation of entries to and from the competition.  No storage space for transportation materials will be provided.
  • Only one person may be listed and credited as the entrant on any joint effort entries. While painters may work on original sculpts or conversions by other artists, and more than one artist may contribute to an entry if desired, there will be no co-credit given or division or duplication of prizes.
  • Entrants must remain available for judging, queries, and prize awards during the competition.
  • Entrants agree to provide all entries, at their own risk, to Red Republic Games, LLC for the duration of the competition for the purpose of display, photography, and judging.  Red Republic Games, LLC accepts no responsibility for damage to or loss of entries during the competition.
  • Entrants agree to have their entries photographed, video recorded, or otherwise recorded by Adepticon and/or Red Republic Games, LLC, and such recordings shall be the property of Red Republic Games, LLC and Red Republic Games and shall be used in whatever manner Red Republic Games, LLC and Adepticon see fit without further reference or payment to the entrant.
  • Entry into the competition constitutes consent to use your name and/or your photo on our web page, Facebook page, or elsewhere for promotion or other purposes.

Judges and Criteria:

  • All entries will be reviewed by the judges with no names attached, only ID numbers.
  • All entries will be judges as a single category.
  • The judges, as a group, will determine finalists from the overall pool of entries through discussion.
  • All entries may be photographed for use by Red Republic Games, LLC.
  • Each judge will review the finalist entries individually and assign each a score on a scale of 1 to 10 separately on Technical execution and overall aesthetic.
  • An average score will be recorded for each entry.
  • Each judge will also select a personal overall favorite, adding one point to that model’s averaged score per Judge that selects it as a favorite.   
  • Scores will determine overall placement in the competition.  In the event of a tie, the judge panel will determine final placing. If the judges determine that a final prize position is a tie, the total prize for both places will be divided equally among tied entries.

Prizes:

  • The top 3 scoring entries shall receive cash prizes of $300, $200 and $100 respectively, guaranteed by Red Republic Games, LLC.
  • Each entrant is only eligible for one prize position, i.e. it is not possible to win any combination of the first, second and third prizes, the next runner-up will be awarded instead.

Design Spotlight: Bjarrhvit November 05, 2015 18:10

Hi folks, and welcome back to the spotlight.  Last time we covered the newest Zephyri gladiator, Hagal.  This week we’ll begin discussing Bjarrhvit. 

Bears are a powerful mythic symbol in both Native American and Norse cultures, and we knew we wanted to tap that power for a character sooner rather than later.  The word “Berserk” often has its origin attributed to the practice of wearing bear-skins into battle, and the figure of the bear is incredibly richly described in the stories of many Native American tribes.  The duality of the bear as a solitary, but protective figure, stolid and pragmatic, as well as powerful and often feminine was a great fit for someone we wanted to be a kind of anchor to ground the Zephyri and give them some ability to control the board.

The influence of both cultures lead us to the idea of a polar bear, specifically, hence the character’s name.  The classic fair Nordic hair combining with the lightness of a polar bear’s pelt was great imagery. We wanted her to be close-in and decided to give her a short seax, and as a hunter with her domain in the arctic, we also gave her a second short blade evocative of an ulu or skinning knife.

There was already a lot going on here, and we knew the pose would be key to making a character that’s supposed to be relatively stoic into a dynamic figure that would fit with the motion of the rest of the Zephyri.  Thankfully, Amber Blade Jones was up to the task.  She provided us with some phenomenal pose sketches to work with.

She also did quite a lot of wonderful character design work that we were able to bring in to really define Bjarrhvit and enhance the final results. Stephane Nguyen van Gioi nailed the fluid, ready pose, and his killer attention to detail really emphasized all of the small choices that made this character shine for us. The braids and motion in the cape do a wonderful job of filling the space on a 40mm base, and the fantastic scraps of maille and trinkets really seal the character.

Bjarrhvit is also the next project we have going for Benjamin Williams, so you can look forward to a full-color rendition soon!  As always, hope you enjoyed reading. Next time join us for the last installment on the design of the Zephyri (for now) and learn more about Frigge.


Design Spotlight: Hagal October 26, 2015 20:17

Hi folks, and welcome to another week’s spotlight.  Last week we talked about Sven, and this week we’ll be chatting about our newest addition to the Zephyri: Hagal.

Hagal is a bit of a departure from our usual design process.  Normally we (and the artists) are the only ones obsessing over every detail of the design.  In this case we not only were focusing on the equipment and intended playstyle, but the original character, Aitch Parker. 

 

Some of you may recall one of our very first promotions was a Facebook competition where we asked folks to show us their best Gladiator Face.  It was a fantastic success, and it really got people in the spirit of the gladiator theme leading up to our Kickstarter campaign.  Aitch was one of the eventual winners of that contest, for which the prize was an Arena Rex model fashioned in his likeness.

When we were considering a character that might fit best, part of the equation relied on his feedback.  He even went so far as to send a fantastic character blurb, which we have since re-worked, but was right in line with our starting point as well. That feedback lined up really well with what we were already kind of thinking for his character, and I think we covered the bases pretty well on this front – the original list follows with notes:

  • Blood Brother [the original working name for the Zephyri] or lone fighter – Check!
  • Jupiter – Check! We were thinking the Zephyri could use another bruiser even at that time
  • Axe and sword – Pretty iconic, and great for an offensive focus. Check!
  • Cloth and Leather – Fit in with the aesthetic we were already looking at for the Zephyri. Check!
  • No helmet – Got to show off that Gladiator Face, so check!

One thing we struggled with for a while was the name for this new entry in the world of Arena Rex.  It struck me one day that the original had taken a single letter as his moniker and made it his own, so why not check out some runes?  It was such a perfect fit that we couldn’t let it go, and Hagal’s concept was complete.

We turned to Bagus Hutomo for the wonderful art, and Stephane Nguyen van Gioi gave a us a great sculpt with some excellent detail (I always love his maille-work).  Benjamin Williams always does an excellent job, but his tattoo freehand really completes the feel on this model. 

 

Thanks again for joining us, and as always I hope you enjoyed reading.  Next week we’ll continue our journey through the Zephyri with their original bruiser (and tongue-twister), Bjarrhvit! 


Design Spotlight: Sven October 14, 2015 22:08

Hi folks, and welcome back to the spotlight.  Last week we talked a bit about the Atlantean contribution to the Zephyri, and this week we will see the first design insights onto the other coast with Sven.

 

 

As Vargr was the first Atlantean to make it into Arena Rex, so Sven was the first of the Norse to enter the arena.  Part of the idea of blending the two cultures was not only to provide a blend of visual themes and equipment, but to really find the intersection of sensibilities in how these people might have learned to work alongside each other with more prolonged (and somewhat anachronistic) exposure. 

 

 

 

While the decorative motifs and equipment are one aspect of this blending, there is also a blending of philosophies that pervades the ludus.  Sven was our answer to the simplicity present on the Norse side of the equation. Again we wanted a minimal design, and kept to basic breeches with a traditional leather belt. 

A long straight sword with a hilt and pommel evocative of Viking metalwork was an easy choice. The stalking and hunting vibe we wanted him to evoke made sense with a spear, which we also kept very simple, and we left him with bare feet to emphasize the agility we imagined in the character.  We did add a little asymmetry to give him more protection and a bit more of a fit within our lineup of gladiators, employing maille and metalwork on his left side to fit him in with the themes we had already begun with Vargr.

Yasmine did a great job of carrying this feel through into the artwork, and Olivier Nkweti’s sculpting does a fantastic job of evoking the quiet focus and careful motion at the heart of the character we imagined. Benjamin Williams, as always, adds another layer of life to the model with his paint work, and keeps true to the minimalist theme.

Thanks again for joining us in the spotlight, and as always, I hope you enjoyed reading.  Next week we’ll spend some more time in the design spotlight with the Zephyri, though I can’t tell you who we’ll be looking at just yet! 

 


Design Spotlight: Vargr October 08, 2015 09:01

Hi folks, and welcome back to the spotlight.  Last week we looked at Leo, and this week we’ll be looking at the big bad wolf of the Zephyri: Vargr.

Vargr was the first Atlantean designed for the world of Arena Rex.  As part of the Zephyri, we were less focused on the traditional gladiator feel and ornate arena design embellishments that go into many of the characters.  Instead we went to the opposite extreme and made him as simple as possible in design terms while still keeping to the baseline of Arena Rex. 

 

We knew we wanted to draw primarily from the Native Americans of the northeast for his design.  With a history of warring tribes and fluid alliances that made for a complex culture overall, we felt that these were the people who had the most in common with the Scandinavians they’d interact with in our world.  We wanted Vargr to come across as a lean and hungry hunter like his namesake, which tied into the minimal design.

 

His hair and face paint were some of the sleekest and simplest traditional styles we could find.  He was stripped down for the arena, wearing only a loincloth and his armament to keep him minimally restricted.  His armament was based on a sort of dimacherius feel with more personal weapons. We chose the traditional tomahawk, since it was something that both the Atlanteans and Norse of our world would recognize as a tool of war, and in place of the traditional manica used by a dimacherius we used tight sleeves of the fine maille that Norse craftsmen were praised for. 

 

Sebastian Archer really impressed us with Aquila, but captured Vargr entirely.  The motion of the sculpt is fantastic, and really makes the character feel like a threat that is constantly moving and dancing with his foes.  The anatomy is fantastic on such a minimalist model, and we are always thrilled to have another chance to work with Sebastian. 

 

As always, I hope you enjoyed reading, and thanks for joining us in the spotlight.  Join us next week when we’ll go over some more Zephyri deisgn aesthetics – maybe even something new!


Development Spotlight: Leo October 01, 2015 09:07

Hi folks, and welcome back to the spotlight!  This week we’ll be focusing on the ultimate iconic beast of the arena – Leo

Leo is one of our favorite Arena Rex models, and he almost never happened.  With such a great line of gladiator models already underway, we knew that any beast would have to matchup to them.  The non-magical beasts on the market often look a little plain compared to the heroes and villains they face off against.  They don’t really have any gear or equipment to really embellish with detail, and the anatomy can be tricky for sculptors to really capture quite right, especially in a good dynamic pose.

Because of these concerns, we nearly avoided beasts altogether. We realized that one of the keys to getting a lion to really “pop” and fit with the rest of the characters of Arena Rex was making it a character in its own right.  That focus on the beasts as individual specimens rather than generic placeholders felt right as soon as we stumbled upon it.  It fit with the design aesthetic of the whole line -- after all, we weren’t making generic myrmillos or dimacherii (or even noxii, despite Nick’s deep desire for a field littered with them); we were making characters.

This realization allowed us to really open up on the design for both Leo and the rest of our beasts.  Even the name “Leo” which we had been using from the start came to mean something new as the character really took root.  No longer was he “a lion,” who didn’t really need a name, but instead he was “The Lion” – the character that redefined his very species.  Historically beasts were underfed and goaded to make them fight, but what if we created a lion that was born to the arena, hunted handlers if he wasn’t fed enough, and needed no excuse to pick a fight?  Leo was no longer just one of the many kings of the jungle, but the one undisputed king of the arena. 

Even once we had turned this corner in our thinking of Leo, however, and even once we had the fantastic color art back from Yasmine Putri, we struggled with the decision to green-light Leo.  Would people be interested in a lion when the game was really about gladiators?  Would we see the same struggle in creating a lion that other companies had met with, and wind up with a model that looked generic despite our realizations?  It was only once we got the model design sketches for Otho back from MIKH that we decided we could make a lion that would really be “Leo.”  His artistry and care for detail made us confident that the end result would be a unique piece that we would be proud to have brought to life.

In the end, a concept that we were unsure would even work out became iconic for Arena Rex.  The addition of Living Hazard rules was another great leap forward for both the game and our conception of beasts in the arena.  Thanks again for joining us in the spotlight, and as always, I hope you enjoyed reading.  Join us again next week for another spotlight piece!

 


Tactics Spotlight: Zephyri September 23, 2015 23:56

HI folks!  Welcome back to the spotlight.  This week we’ll be wrapping up the Tactics Spotlight series (for now) with the fourth Major Ludus of Arena Rex: Ludus Atlanticus – better known as the Zephyri.

While Ludus Magnus, Legio XIII, and the Morituri all have strong Roman roots, the Zephyri are something new in the world of Arena Rex.  Owned and operated by a foreign magnate within the Gallo-Roman Empire, the Zephyri bring ferocity and novelty to the arena.  Being the only school to boast fabled and exotic Atlantean gladiators draws a heavy crowd for the Zephyri, with purses to match.  For the Norsemen in their ranks, the spoils of a light afternoon’s combat can match those of a whole season’s raiding for their forefathers. 

Zephyri rely on mobility and aggression above all else.  Typically light on Favor generating abilities and armor.  Bjarrhvit, Frigge, Sven and Vargr can all Disengage to keep them safe from multiple attacks, while Sven and Vargr can Berserk to lay down serious hurt in a single activation.  Frigge’s combination of Intervene and Retaliate make her an excellent home base for other Zephyri to dance around. Vargr’s Intercept makes him a constant threat. Bjarrhvit’s Trapper is great for locking down enemies with strong reaction abilities, especially with Swift Sven around to swoop in and clean them up.

 

 

Zephyri are great individuals to sprinkle into other lists, as many of their defining traits are carried on the models themselves.  Their tactics really enhance their raiding feel when taken together, though. Brave keeps Zephyri nimble even on the defensive, allowing them to react even when fatigued or exhausted, for a price.  Ambush allows for timely pushes or good damage to unarmored targets for a low cost, and Blood Brothers lets the Zephyri shift damage to the reserves, or shuffle it around a bit and potentially gain some (otherwise scant) favor.  Our first Errata also applies to the Zephyri – the original printing of their Blood Brothers tactic did not include the final sentence restricting its use (we caught that one in playtesting, but sadly not in editing).

The Zephyri are also next on the block for a new release.  While one of the original Kickstarter concepts has sadly yet to be realized due to artist delays, another early source of inspiration has made it through our design process and will be available soon. 

 

As always, we hope you enjoyed reading, and thanks again for checking out the spotlight!  Next week we’ll go back to the literal drawing board, and talk about the design process that lead to Leo, a distinct and iconic exemplar of the beasts in Arena Rex.

 

 

 


Tactics Spotlight: Morituri September 17, 2015 08:08

Hi folks, and welcome back to the spotlight!  This week we'll be exploring the mysteries of the Royal Ludus of Antonian Aegyptus: The Morituri.

The Morituri are not only a gladiatorial school that serves the function of spectacle, but a religious institution that combines the oldest values of the munera as funeral rite with particularly Aegypyian views of divinity and the afterlife.  Their gladiators must be trained to inflict the ideal types of wounds, and when necessary, how to die properly.  They must be prepared and anointed before the honor of making their way to the sands, as the sand itself must be properly cleansed at both dawn and dusk. Beleiving these sacred funerary games not only honor the fallen, but have the power to breach the boundaries of the afterlife, the Morituri elevate and twist the munera far beyond the scope of its Roman roots.

 

Morituri models are all threats on the board.  Mago is great at wearing down individuals and trapping skirmishers with Second Wind to keep him fresh in pursuit and Entangle to keep them isolated. If enemies are bunching up, Contempt will make them pay for it in the end.  Ur-Kek is a fantastic roadblock, with Taunt on a 40mm base, great board control in his damage tree, and Consume Essence to keep him around a bit longer. Zahra is the ultimate in Morituri board control with Reach: 3 and Lash, especially when mounted and taking advantage of Sereqet's base size to empower her pushes and extend her reach even further. Thoth is not only an incredible support piece with Libra, Necrosis and Scythe, but he's no slouch in combat with a damage-heavy tree and solid stats. Tiet-Khebi makes for a fantastic skirmisher with her early re-position, Triumph as a bonus for knocking out weakened foes, and the ability to capitalize on a great roll either with raw damage or by using Asari to trigger another model's skull effect. 

 

The most unique aspect to the Morituri play style is the prevalence of these effects marked with a skull, which trigger when the model's final vitality is marked off.  Some are very powerful, such as Thoth's Scythe which triggers all other friendly gladiators' similar effects, or Tiet-Khebi's Innervate, which not only heals another friendly model, but restores a fatigue for them as well. Ur-Kek's Spite and Mago's Contempt are more straightforward, while Zahra's Terror is more situational. Even the Titan Sereqet gets in on the action with her Toxin ability, due to Zahra's constant attentions. These abilities are all tricky to maximize in real situations, but pay off big when you can make them count -- especially if you can line up a well-timed Scythe to let them loose all at once.

 

The  Morituri rely heavily on clear turns, and their granted tactics and passive benefits reflect this.  They can struggle to compete with Ludus Magnus, or even Legio XIII in terms of favor generation in combat.  Their vitality tracks are average at best in terms of passive favor generation, and favor boxes are sparse in their damage trees.  If you can keep a steady cadence of clear turns, however, Thoth's Libra ability and Offering can keep you ahead of any opponent; even better if you can add Contempt from a well-placed Mago.  Will of Antony allows you to exhaust a model before a clear turn with minimal cost and exposure, or exhaust multiple models and be fresh at the end of your clear turn. This is great if you want to take advantage of an incredibly favor-rich situation for a combat advantage and push quickly toward another clear turn.  Cleopatra's Gift gives you another tempting outlet to spend favor on, and lets you improve your tactical situation more directly instead of just improving your performance with favor spend in combat. It also makes cohort building vital if you want to take best advantage of it, as the gladiators you include change the abilities available for you to trigger.  This can be great against opponents who focus on tactics over favor, where positioning and fatigue can matter more over the course of the game than an extra die here and there.  

 

The Morituri are a very complex Ludus, and beginners may struggle to take best advantage of their abilities.  They already have access to the tools needed for many situations, with more to come. Practice in unlocking their mysteries can lead to incredibly satisfying game play.  

 

Thanks again for checking out the Spotlight, and as always I hope you enjoyed reading.  Check back next week as we range even farther afield and across a whole different ocean.  We'll wrap up the tactics spotlights for now with our fourth Major Ludus: the Zephyri 

 

 


Tactics Spotlight: Legio XIII September 09, 2015 22:29

Hi folks, and welcome to a new tactics spotlight. 

Last week we covered Ludus Magnus, the great school of the Roman Republic.  This week you’ll learn a bit more about their counterparts to the north: the Roman Imperial Ludus Britannicus, also known as Legio XIII.

Without the Republic’s political need to divorce gladiatorial spectacle from the military, the Empire embraces the connections between bloodsport and pitched battle.  Gladiators from schools across the empire are still called into military service in times of conflict, and retired gladiators often find themselves under Imperial retainer as specialty close combat trainers for promising recruits.  Live steel training exercises between Imperial Legionnaires are not uncommon, which makes the arena like a second home for many of them.

 Due to the adoption of many auxiliaries and a willingness to embrace their tactics, Imperial Legions are far less regimented and polished than their Republican counterparts.  Even so, the empire’s citizenry takes soldiering to heart, and recruits from any region are trained to stand by each other as individuals and hold the line just the same.  Further, the military sponsoring of Legio XIII means that while Imperial Legions may be more individualistic than the Republican conscript legions, the gladiators of Legio XIII are far more comfortable operating in lockstep and formation while effectively responding to threats in the arena.

 

Generally high armor and vitality stats allow Legio XIII to weather quite a beating and still swing back at their foes.  While slightly slower on average than most other schools, their passive ability Echelon allows them to retire injured or exhausted combatants from the front lines and protect them, while at the same time moving fresh gladiators in to finish off weakened foes. Echelon alone gives Legio XIII a lot of board control when they form up; your opponents will struggle to reach your vulnerable models while you can reach theirs.  Clever use of Maniple can really isolate opposing gladiators as well, surrounding them with Legio models and leaving them without any support.

In addition, Aemilia, Ban-luca and Aquila all have Coordinated Strike, meaning that small pushes into one of these models can make for big damage from extra successes. Urien is a great front-line pusher with Momentum, and it’s easy to take advantage of Hot-Blooded when you can use Echelon to keep him safe while he’s exhausted.  Gaius Pallidus is a great second-rank gladiator, healing a bit of vitality here and there to keep your troops fresher than they ought to be.  He also makes a tough last man standing, and must be finished off quickly since every turn becomes a clear turn.  Sulla adds even more depth to Legio XIII’s toolbox with his Dictate ability and Exploit tactic, and Veteran allows the old man to hold his own even in a bad situation as long as his Favor holds out.   

 

If Ludus Magnus is the shining gem of the arena, Legio XIII is the stone used for polishing.  It doesn’t have to be flashy, and nobody expects it to be.  All it has to do to be useful is wear others down, and ensure that in the end it isn’t the one that breaks. Join us next week as we uncover some of the mysteries of Antonian Aegyptus and the rites of the Morituri.

 

 


Tactics Spotlight: Ludus Magnus September 02, 2015 23:30

Hi folks, and welcome back to the spotlight. 

Last week I promised you a look at a Major Ludus, and the world of Arena Rex has no Ludus more major than Ludus Magnus, the great school of the Roman Republic. Founded in Rome in the late 8th century AUC and transplanted into the Catonian Amphitheatre Complex in 808, Ludus Magnus is the only gladiatorial school with a charter to operate under the control of citizens within the Republic. 

Visits from foreign Ludi are scheduled months and years in advance; the contracts for gladiators are specified by armament and style rather than by name to ensure the terms can be met for each event.  Riders are often attached to the contracts naming star participants for huge bonuses, but the one thing no official of the Republic leaves uncertain is the date and size of an event. 

 

The gladiators of Ludus Magnus are therefore trained to rely on their own ability to incite the crowds. Whether facing a foreign superstar or the dregs of a borderland dungeon, their performance reflects their patron’s investment just the same. 

The gladiators in Ludus Magnus are by and large very individual characters.  While some support other gladiators well (notably Viatrix, Iason, and Marcus Furius), each of these gladiators has been trained to stand on their own in the arena above all else.  Ludus Magnus gladiators also tend to have stronger favor generation, as well as more abilities tied to the spending of favor than the other factions (on average). They are all great choices to mix in alongside another Ludus, and have the classic gladiator styling that so many fans of Arena Rex love. 


While each of the Ludus Magnus characters is an individual capable in nearly any circumstance, they really shine when they work together to drive the crowds wild.  
Rouse is a great way to start gaining a favor advantage if you’re willing to push yourself to clear turns. It’s also great for redistributing fatigue in combination with the generic Recover tactic, or using the arena to your advantage with Incite. 
Flourish makes a killer favor engine late in the game, and makes sure that adding Favor to your attacks with Ludus Magnus pays off throughout the game. 
Circus Maximus lets Ludus Magnus gladiators take real advantage of their Favor, using it to bully opponents out of bothering to roll their own Favor in opposition, and making sure that even exhausted Ludus Magnus gladiators are always a force to be reckoned with when Favor is on their side.

 

Next week we’ll continue the tactics spotlights with the other side of the denarius: a detailed look at Legio XIII’s distinctive martial style.

For now check out our newly released starter sets.

 

 

As always, thanks for reading, and see you next week!

 

 


Tactics Spotlight: Gorgons August 26, 2015 23:41

We’ve talked a lot about Medusa lately; we’ve given you some insight into the character design and the design of the rules for the individual model, but we haven’t yet touched on one of the most important things about her: her context as the capstone release to our first minor ludus (and don’t worry, next week we’ll start spreading the spotlight out a bit more). 

One of the best things about designing the Medusa was getting to design her rules side by side with the other Gorgons.  Euryale was the anchor for the design – as one of our Kickstarter models she came first and gave us the foundation to work with.  With a name meaning ‘far-strider’ we knew she would be the queen of mobility.  Stheno, ‘the forceful,’ was the most difficult to manage rules for. Making sure she was upholding her name and was still reasonably balanced was quite a trick, especially since Euryale was already capable of quite a bit of mayhem on her own.  Medusa really gave us the flexibility to round out the set, and provide a little of structure and tactical depth for the trio.

Because we intended the set to be played with only three specific models, the tactics available to the Gorgons could be a bit wilder.  Without having to balance the possibilities of things like an entire cohort with swift or room for future releases to fill different roles, the Gorgons can really take the gloves off when taken together as a minor ludus. All of the abilities that we thought were tons of fun but ruled out for balance reasons were suddenly back on the table as potential tactics, and it was a blast to design and test.

The first thing that sets the Gorgons apart in gameplay terms is that every model in the cohort is staged.  This makes fatigue management and the clear turn particularly interesting mechanics for them – with fewer models in the cohort, every action and reaction really counts.  If a Gorgon player is really pushing the envelope it’s possible to get to a clear turn very rapidly. This allows them not only to recover from exhaustion swiftly, but also gives them the ability to exploit their tactics with very little warning.  Slither and Slayer are a solid one-two punch to dish out some hurt even during one of those rapid-fire clear turns, and Petrify can be used either to really punish that same target and go for a knockout, or to push the opponent closer to a clear turn in order to get some breathing room back for the Gorgons.

The downside, of course, is that having fewer activations can make it difficult to respond to a canny opponent. A Gorgon cohort that lets their opponent dictate the tempo of the game is in deep trouble.  While each of the sisters is dangerous in her own way, once one of them goes down for the count the other two become much more manageable. Poise helps keep them from becoming as vulnerable while transitioning stages, but Gorgon players should still be wary of losing a stage at the wrong moment. Losing Cold-blooded or Taunt, or becoming Planted can each pose major challenges in the wrong situations. 

Of course, one other side benefit of having fewer models in your cohort is being able to spend more time painting each of of these models. 

As always, I hope you enjoyed the read. That wraps it up for the Gorgons for now (though of course we'll come back to Stheno and Euryale individually later on).  Next time we'll be taking a break from the snakes and going a bit bigger with our first Tactics spotlight for a major Ludus. Until then!


Rules spotlight: Medusa August 21, 2015 08:38

Hi folks, welcome back to the second entry in our series of model spotlights.  This week, we are still on the topic of Medusa, but from a different angle: her rules.

 

The first consideration for Medusa was to make her a thematic character and a solid choice for any list.  Thematically, we wanted to really reflect that she was a mythic character.  In myth, the blood of a Gorgon is a potent thing, with the blood from one side of the body said to cure any ailment up to death and from the other side a deadly poison.  While we have a few characters that deal bonus damage, healing is rather rare, and in the cases where it does exist it tends to be a disruption of the natural order.  Thus Ichor was born as a way to tie our Medusa to her mythic counterpart.

 

Taunt was a tricky decision for us.  We wanted to give Medusa extra utility from her core Ichor ability, and a way to keep her sister Gorgons intact a little longer.  Taunt could quickly become a way for a staged model to bog things down if it persisted in both stages, and even become a liability during the relatively vulnerable transition between stages. For these reasons we decided to stick with Taunt in her first stage only, and to give Medusa another new rule in her second stage: Mirror.

 

Those of you who read last week’s piece will know a bit about the importance of the name for the ability, but we thought it was a great way to give her a little more defensive punch in her second stage. It makes her less of a target right when opponents might be tempted to burn favor to finish her off as she’s transitioning.  It also makes her efficient offensively against opponents who have a stockpile of favor, making her a strong finisher herself.

Lastly, Singular makes her a little more available to players who want a specific Ludus playstyle for their cohort.  She is a sort of ‘Titan in spirit’ (alongside Stheno) with this rule.  As unaligned gladiators with two stages it seemed too difficult to work these great centerpieces into a moderately sized cohort, but giving them all of the attendant Titan or Beast rules just to exempt them from Ludus benefit math didn’t feel right either, and they were really right where we wanted them as staged models (especially the Gorgons as a set).  Singular gave us a nice way to give them some of the feel of Titans while keeping them thematic and balanced.

 

Thanks again for reading.  I hope these articles enrich your time with Arena Rex, or at least give you a fun way to spend a break in your day.  Next week, we’ll go into more detail on the Gorgons and how they come together as a minor Ludus.

 


Development Spotlight: Medusa August 13, 2015 22:48

Hi folks, Walker here with our first blog post that goes beyond the strict news and informational format we have been using so far.  We’ve been working on a content schedule for a while now in order to give you guys a little more insight into our design thoughts and process, and I’m happy to present the first entry in our spotlight series: Medusa.

Some of you may have noticed that our Medusa (along with the other Gorgon sisters) doesn’t exactly follow the established model of what themes are usually explored for her in games, film, and literature.  When we are designing a new character for Arena Rex we like to look at a couple of things before we even really get started and the first of them is “What is already out there?”  

In the case of Medusa, the short answer is “quite a lot” and so we really wanted to take our time with this character and model and make it something special that adds a new wrinkle to the idea of who or what Medusa could be.

The primary concept that really drove development of our Medusa character was the idea of Medusa as anathema to Athena.  According to Ovid (and others) Medusa was cursed by Athena.  After her eventual decapitation her head was affixed to Athena’s shield.  Our Medusa, after her fateful run-in with Athena, took the head of Athena’s favored bird, the owl, and fixed it to her shield as a taunt to the goddess.  When we examined the idea of a Medusa that mirrored Athena, we knew we had a strong concept to run with (for Nick’s sake, I will avoid turning this into a 5 page essay on Medusa and mirrors).  



The other idea that really struck me personally was the idea of using classical veiled statuary as a basis for our Medusa.  Medusa is known in myth for her terrible visage, and her gaze capable of turning men to stone.  Full veils are uncommon on miniatures because the face is a focal point for painters and can turn pieces into a real showcase.  

A well done rendering of sheer fabric in miniature has always impressed me personally, and I thought that if we could find a way to pull off a very thin classically styled veil it would be a great opportunity for skilled painters to really show off.  At the same time the crest and hairpiece would evoke a classical Greek helmet in resting position, and would give us the focal point needed to keep the miniature in balance.

Benoit took a really challenging concept and did a fantastic job of executing it. We knew that whoever we asked to sculpt this model would have their work cut out for them, and he came through with a piece that really reflects the concept we had for the character and brings it to life. As a side benefit, it means that our original hope to keep all of the Gorgons with the same sculptor bore out, and they really make a nice set beside each other.

Check out the Medusa mini here.

Thanks for reading.  I hope you’ve enjoyed hearing more about some of the ideas we focused on when developing Medusa as a character for Arena Rex.  Keep an eye on this space for a bit more about Medusa and her sister Gorgons in the coming weeks, and a whole lot more about everything else after that!


Web Store Grand Opening! July 14, 2015 02:15

The grand opening releases to the general public all of the miniatures first unlocked through the Kickstarter campaign for Arena Rex: Gladiator Combat in a Mythic Age.  These miniatures have previously only been available to campaign backers.

We launched our Kickstarter campaign to help fund the initial development of the game system and miniatures line on March 15, 2013, and have continued to develop the world and miniatures line while fulfilling the rewards of the Kickstarter campaign.  New miniatures will continue to be released as the game grows in the coming months and years.

Many thanks to our backers on Kickstarter, their support helped bring this game to life.


Open for business. January 10, 2015 19:41

Our webstore is finally here. Though longtime followers of Arena Rex will notice that our entire catalog is not yet available. There are two reasons for this limited offering.

1. We want to test out the webstore we've setup before we offer too many products. This way we can tweak elements of the site if problems occur.

2. Some of our Kickstarter backers are still awaiting their pledges due to sculpting delays. These backers helped launch Arena Rex and we have a responsibility to get as many pledges out as we can before making the miniatures funded by Kickstarter widely available.

With that bit of explanation out of the way we now smash a miniature bottle of champagne across the bow of a tiny boat. Maybe we should smash a ship in a bottle instead? We are going to smash something.