Return to Dark Tower Second Printing and New Covenant Expansion

Return to Dark Tower Second Printing and New Covenant Expansion

Sign Up for Final Round of Covenant Playtesting
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1 day ago
by Restoration Games
We are doing a final playtesting round for Covenant materials. If you want to sign up to playtest, please read on.

IMPORTANT: This playtest is only open to folks who already have the base game and Alliances expansion and have an Android device. The playtest will run from Friday, August 26 to Monday, September 5th, and we are asking for playtesters to get in at least 2 games. Please do NOT sign up for this playtest if you do not meet the criteria.

If you do meet the criteria and are interested in playtesting, please sign up using this form by Wednesday.

As always, thanks for your support and helping to make this expansion the best it can be. We got some good feedback during the campaign and from our demos at Gen Con that we want to incorporate, so there will be tweaks if you playtested previously.


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Main Goal Complete ... But the Game's Not Over Yet -- Post-Campaign Process and Timeline
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3 days ago
by Restoration Games
Let's start here: WOW!

When we decided to launch this campaign on BackerKit, a new crowdfunding platform, a lot of folks raised an eyebrow. It was a risk, to be sure. But we had a lot of faith in the BackerKit team, and they put up a heroic effort throughout the campaign indeed. But mostly we had a lot of faith in you, our fans. And you all blew us away with your energy, passion, and support for this project and this game. $2 million and 17,000 backers is an impressive achievement by any measure. So, all we can say is:



What To Expect From Here

Now that the campaign is over, here is the general timeline until the games get into your hands.

  • BackerKit will start processing your pledges with the credit cards on file. This can take up to two weeks. If your card fails, they will automatically attempt to rerun it. However, you can contact BackerKit support if you have any specific issues you need addressed.
  • Simultaneously, we will be opening the pre-order store for late pledges for folks who missed the campaign.
  • After the pledges are processed, they will be imported into the pledge manager. In the pledge manager, you will be able to finalize your order by upgrading to a different pledge level, adding add-ons, and the like.
  • The pledge manager and pre-order store will remain open for just a few weeks, most likely closing in September, so we can maintain an aggressive production schedule and stick to our fulfillment timeline.
  • We expect production to start in December and fulfillment to start in July.

As always, we'll continue to provide updates here as we move through the process, including finalized components and the like. Thanks again for your support.
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A Heroes' Edge
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4 days ago
by Restoration Games
As we head into the final 24 hours, we've managed to clear our final achievement: 15,000 backers! That is a tremendous achievement. Thank you all so much for supporting us, especially on this new crowdfunding platform. I guess you might say that sometimes, when you take a risk, it can pay off big. ** segue time! **
“Protect the weakest link, and it will protect you.”
The Undaunted Aegis is a reimagining of a hero drafted while designing Alliances. We were looking to make an anti-hero, someone who dabbled in the dark side by playing with corruptions as a resource. Eventually that theme became the Haunted Recluse, but there’s plenty of room on the brink of despair, so we kept tinkering with the idea of a character that could center on corruption and playing close to the edge.

Who will like this character: People who like to protect other players and are comfortable playing at some risk.



“The edge between life and death cuts both ways.”
The Aegis’s playstyle revolves around acquiring and benefiting from extra corruptions. Since gaining corruption involves going critically low on resources, typically warriors, the Aegis’s banner ability allows them to quickly bounce back, and keep enough warriors to be able to avoid corruption when they need to. Carefully managing your corruptions and warrior supply makes for some interesting choices throughout the game.

Players losing the game upon getting the third corruption proved a tricky restriction when building a character centered around corruption. The Iron-Willed virtue gives the Aegis player a little extra wiggle room to play with when building up corruptions. Now you can sit at two corruptions without being quite as risky, or go up to three if you really want to push your luck.

Since the Aegis frequently wants to enter battle with the intent of picking up a corruption, we opted to depart from the traditional advantage-based starting virtue. Instead, the Ascetic virtue gives you an additional reward for not using advantages, which is frequently what you want to be doing anyway.

“Each burden I bear is a link in the chain I wield against my enemies.”
The Aegis’s other virtues let you gain corruptions more easily and benefit from them. In the late game, you may find it difficult to pick up new corruptions. Steeled can let you extend your protection to other players, and gain extra corruptions to fuel your abilities along the way.

Gritty will let you harness your corruptions for a discount, picking up other virtues quickly, or even acquiring treasure and extra warriors for free. (We recently renamed this to "Resolute" to avoid confusion with the gritty play mode.)

Emboldened will literally let you turn your corruptions to your advantage, letting you stave off even the most threatening foes … if you're already near to death anyway, that is.

(Also, FYI, it's typically pronounced EE-jus.)
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Sunny Days and Nightmare Cages
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7 days ago
by Restoration Games
Bazaar Monuments

When using the Covenant expansion, at the start of the game, the app will tell you to replace a different building in each kingdom with a foundation for a monument. Each type of building has two options. In this case, the kingdom without a bazaar will either be building the Nightmare Cage or the Arch of the Golden Sun.

The Nightmare Cage

The Nightmare Cage is a portal to a fiery dimension. The cultists who worship at the Nightmare Cage throw offerings into the void at the center of its maw. Brave heroes may venture into the maw in order to gain some of these treasures.
The Heroes must end their turn next to skulls to generate offerings to this building. 

After it is built, the heroes may sacrifice warriors to this building in order to eliminate foes from the board. Additionally, the app will generate new dungeons to delve and retrieve valuable resources from within.

Arch of the Golden Sun

The Arch of the Golden Sun was crafted by the archwrights of old. Back then, stories said that walking through the arch would bless the tools and instill the pilgrim with virtue. However, stories faded, and the arch fell into ruin. It would be a powerful tool against the Adversary if it can be repaired.

Building the Arch requires some forethought, as Heroes must stay in their space for an entire turn to create offerings.

Once built, the Arch gives a powerful event effect, and an even more powerful reinforce effect, both involving treasures. Each month, the Arch will deliver free treasures to a random hero. When reinforcing, players may spend 5 spirit to gain 2 treasures and a virtue. Better than reinforcing at a Citadel.


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Breaking Out of the Same Old Same Old: New Adversary Quests
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8 days ago
by Restoration Games
When we launched the game, we wanted to make sure that every game was different. Replayability was a primary design goal. We wanted to make sure folks were getting their money's worth. However, super-fans and keen-eyed players noticed a pattern after playing multiple games: The Adversary quests come out in the same order every time. Originally, we wanted to make sure that we could balance the difficulty of each month so that it scaled as the players got more powerful. After thousands of plays millions of bits of data, we’re much more comfortable with how monthly quests impact win rates and the overall play experience. We have a better understanding of when quests come out, what effects drive certain outcomes, and how we can scale their difficulty. With all that additional experience and knowledge, we knew we could get more creative in the Adversary's monthly machinations.

Ashstrider's laughter echoes throughout the kingdom as it relishes the destruction it has wrought.

So get ready for a whole new batch of monthly adversary quests. We're still crafting these and haven't finished testing them and, frankly, we don't want to spoil the surprises. So no big list of what's in store, but you can get a hint of what's to come in the image. After we finish developing and testing, we’ll roll the new quests out in a future app update. Then, in all games (base and expansions), instead of a set roster of quests, the adversaries will change how they attempt to stop you, choosing randomly from multiple options. Overall, the quests will become less predictable. Each adversary will have a pool of quests that the app will choose from each month. Your next play against Ashstrider may not begin with a quest to prevent more Rivers of Fire. Instead, it might find you avoiding adding a swath of skulls to the board. 

This means that experienced players won’t be able to predict how each Adversary will respond to them. Now, regardless of the combinations you use, there will be more replayability both for the adversaries and the main goals.
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Skull Rhapsody: New Skull Pack Add-On Available
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8 days ago
by Restoration Games

Just about ever since we released Return to Dark Tower, we've heard one thing over and over again: This is the greatest game ever made and easily my favorite game of all time -- a true work of genius. ;-)

The second most common refrain was: I WANT MORE SKULLS!

Now, our company policy has always been to replace lost or damaged parts at no charge. But no matter how much I told folks that, they kept saying: I WANT MORE SKULLS!

I have to admit, I'm not sure I 100% know why you want all those skulls, but never let it be said that we do not listen to our fans. So, by popular demand, we have added a "Skull Pack" to our add-ons in the campaign.

Each pack comes with 10 regular skulls and 2 of each of the colored skulls (including the doom skulls from the new Covenant expansion). They will be randomly done in the two different sculpts from the base game.

The price during as part of this campaign is $5. We will have some additional skull packs available on our website after backers are fulfilled; the price later will be $7.

OK, who's getting some skulls?

You can manually increase your pledge amount to cover the costs of a skull pack today. Then, after the campaign is over, you will formally specify your add-on selections in the pledge manager (and be able to add additional items to your order).

We’ve made it easy for you to add our most popular add-ons (skull packs and the neoprene board) to your pledge. Use these buttons to update your pledge by the amount required for these add-ons. Once you get to the Pledge Update page, just click on the Confirm Your Pledge button and you’re done.



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Hero Treasures
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9 days ago
by Restoration Games
COMMUNITY ACHIEVEMENT
The scoop on Callbacks
Funding Goal: $1,500,000
We did it!
This project reached this goal!
New treasures: Hero treasures

As our world grew, we thought it would be fun to name treasures after existing heroes. This way, even if they aren’t in the game, you can still get a little bit of what they do.

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Winners Never Quit
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9 days ago
by Restoration Games
COMMUNITY ACHIEVEMENT
Get to know the Relentless Warden
Pledge Goal: 13,000 backers
We did it!
This project reached this goal!
New hero: the Relentless Warden
“You cannot run faster than I can pursue”

The Relentless Warden was designed around the concept of a tracker/ranger -- someone who can stalk their quarry until it is defeated. This character is more cautious and tactical than the Brutal Warlord, but both help keep foes off the board through battling.

Who will like this character: People who like combat and straightforward hunting.

“Once I choose a quarry, its days are numbered."
The Warden has a quarry token, which she used to mark her current quarry. Her banner ability allows you to either place your token on a new foe, making it your quarry or move your current quarry two spaces. At the start of the game, the only way you get your token back is to defeat your current quarry.

The Perceptive virtue gives you a +1 Wild Advantage against your quarry. 

The Guarded virtue allows you to lose 3 fewer warriors losses on each battle card when you Battle your quarry. So you can go in with a small strike force.

“The Hunt is just the beginning”
The Relentless Warden’s other virtues let you interact with your quarry in different ways. Inspiring lets you remove all skulls on or adjacent to your space after you defeat your quarry.

If a foe has become powerful, take Instinctive. This allows you to remove your quarry token from your foe to ignore its strike event when it comes up (the strike events of the other foes of the same type will still occur). But this can be a game changer against the Titan or a dragon.

Or, if you want to defeat your quarry faster, take Keen-Eyed, which gives you an additional +2 Wild Advantages against your quarry.



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It Takes a Village...
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13 days ago
by Restoration Games
COMMUNITY ACHIEVEMENT
Reveal - Village Monuments
Pledge Goal: 12,000 backers
We did it!
This project reached this goal!
12,000 backers! Wow! This campaign keeps rolling along. Thanks for your continued support and helping us spread the word.

Meanwhile, the Restoration crew are at Gen Con, and we’re doing Covenant demos. Everyone whose tried it out has seen how much fun it is. You should see some more content rolling out after the show. Until then, let’s take a closer look at the village monuments.

Village Monuments

When using the Covenant expansion, at the start of the game, the app will tell you to replace a different building in each kingdom with a foundation for a monument. Each type of building has two options. In this case, the kingdom without a village will either be building the Colossus of Bjorn or the Endless Necropolis.

The Colossus of Bjorn

One of the most brilliant minds in the Four Kingdoms, Bjorn dedicated his life to creating this monument. Once built, Bjorn’s monument would have leapt to the defense of the Four Kingdoms, moving on its own. Unfortunately, its creator never saw it completed. Now it is up to you.

Heroes must lose 8 or more warriors in a battle to place offerings onto the Colossus. It demands sacrifice.

The Colossus is a sight to behold. When Heroes reinforce there, they may move the colossus to any space in the Four Kingdoms, taking themselves along. The warriors of the Kingdom are inspired by the Colossus and flock to the Heroes in that kingdom, bringing powerful blessings along with them.

Endless Necropolis

While conflicts between the Four Kingdoms were common, each warrior who fell in those battles was given a proper burial in the Endless Necropolis. Folk tales said that in a time of crisis, the souls and bodies of those warriors would rise to defend the Four Kingdoms. That time has come.

Heroes place an offering on this building any time they spend a treasure. Scrolls and other spenable treasures become much more valuable with the Necropolis in play.

After it is built, it becomes an infinite repository for skulls, no amount of skulls will cause the building to be destroyed. Additionally, if players want to get risky, they can leave skulls on the Necropolis waiting for its monthly event, where each hero gains warriors for each skull on the building.


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You Make Your Own Luck
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15 days ago
by Restoration Games
COMMUNITY ACHIEVEMENT
Meet the Devious Swindler
Funding Goal: $1,300,000
We did it!
This project reached this goal!
We just blew through $1.3M, and we're feeling pretty lucky about what great fans we have.



“A cheater, but a charming one”
The Devious Swindler came into being early in the design process. We looked at elements of the game that were underused. In this case, the haggle die. At a high level, the Swindler wants to leverage the randomness of the game so we also designed them to use the market and treasure decks to craft high-risk/high-reward hero. 

Who will like this character: People who like big moments and aren’t bothered by luck.


“You can’t control everything. Sometimes you’ve just got to roll the dice.”
The Swindler’s banner ability is to roll the haggle die and gain the result. Half the time you get something. That’s what you get for gambling. 

The Inventive virtue lets you gain the advantages from treasures in the market. This virtue doesn’t count conditional advantages (so nothing from scrolls) but the ceiling is still high. If there are three undead advantages in the market, then you’re going to put a lot of hurt on Oreks. 

The Joyful virtue is all upside - ignoring the closed on the haggle die when reinforcing. There’s no reason not to haggle every turn. You won’t always get something, but you’ll never get punished for using it.

“Good luck beats early rising”
The Swindler’s other virtues let you mitigate luck. If the haggle die isn’t going your way, get Fortuitous. It gives you a reroll of the haggle die each time you roll it and lets you choose which result to keep.

If you’re getting harried by foes, take Calculating, which lets you ignore all warrior and spirit losses from critical hit battle cards. This combos with several different new mechanics in Covenant, or some companions from Alliances. You might be hoping for this crits.

Finally, you can take Opportunistic, which gives you a blessing every time a player buys a treasure from the market (blessings are a short-term +1 Wild Advantage). Sometimes those treasure just can’t stay in the market. Opportunistic lets you generate value from other players’ actions. 
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Gain a Corruption … or Twelve
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17 days ago
by Restoration Games
COMMUNITY ACHIEVEMENT
Reveal - New Corruptions
Pledge Goal: 11,000 backers
We did it!
This project reached this goal!
New Corruptions 


Let’s talk about everybody’s favorite part of Return to Dark Tower: corruptions. The most important thing about them is that you lose the game if you would ever get a third one. (Well, depending on which hero you’re playing, he said forebodingly.) But one of the subtle aspects of them is their effects. Often, they can have only a minimal impact, but every once in a while, they can really “THROW A SPANNER IN THE WORKS” as Hakan would say.

For Covenant, I thought it might be cool to add some new corruptions to mix things up. And I thought it might also be “fun” if the effects hit a little harder and weirder. I quickly found, as I started writing them, that the ideas were tumbling out of me. In no time, I had a cool twelve. After just a bit of playtesting, it was clear that this was working. Of course, there was a good bit more development, and a few of them ended up getting changed. But overall they are a great new addition to the game.


I’m particularly excited that they offer players another simple way to tweak their desired difficulty. You can sprinkle just a few into the corruption deck without too much trouble. Or you can swap the original deck for the new ones wholesale for some truly perilous play. After all, it’s one thing to lose a spirit after you Reinforce at a bazaar and a whole different matter if you can’t Battle level 2 foes. You’re so vain….

I also really like the little story they tell with just a name. You’ve become Inobservant? I guess you didn’t see any of the goodies drop when you hit the foes hard enough. Normally too cautious to roll the haggle die when you Reinforce? Well, you’re hero isn’t – they’re Reckless.

It’s always a treat when one of the smallest parts of the game has a big impact. Have fun storming the Tower when you’re Timid.


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Set Your Goals High
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22 days ago
by Restoration Games
COMMUNITY ACHIEVEMENT
Find out how new Main Goals expand gameplay
Funding Goal: $1,000,000
We did it!
This project reached this goal!
Let's start with the big goal we just hit: $1 million dollars. On a new platform, for a second printing, that's a huge achievement. It's a testament to the effort of all of the folks who contributed to making this game, the amazing support and work by the BackerKit team, and, of course, our amazing fans. Thank you so much for making this happen. While we're on the subject of goals....

New Main Goals


When we were designing Covenant, we noticed that some of the Main Goals didn’t work as well with this expansion. Some were confusing or required exceptions; some where effectively impossible. Rather than just tweaking a few, we took it as a sign from the Gods of Light that we should just do them all. So we set about writing all new Main Goals when playing with the Covenant expansion.

Important caveat: These are in early development, and we are just starting to test them (since they require a new test version of the app). It's likely that a few will change, but here’s the "elevator pitch" for the new main goals as they are now:

Gleb - Gleb the Outlaw King suggests finding his former allies. "They like to be on the move so you'll have to know where and when to find them." (Gleb will not be a companion at the start of the game).

Grigor - Grigor the Unbreakable suggests defeating the Tower's champion. Destroy the adversary's most powerful minion to lure them out of the Tower.

Hakan - The Tower is protected by a spectral spirit that haunts a lost tomb. Building monuments will help Hakan triangulate the tomb's location. Build three monuments to reveal the secret dungeon, then complete it!

Letha - Letha the Dryad thinks if we do not merely halt the wastes but reclaim them, the tower will open. Complete a monument and reseed the wastelands in that kingdom with siege trees.

Miras - Miras tells you "The Adversary has wards that make it hard to attack them. Our advantages won't work. We're going to have to do this the traditional way - with strong arms and boots on the ground. Station your warriors strategically about the kingdoms. I'll summon the Adversary when you're ready."

Tomas - Tomas has collected Gems of Power and tries to ferry them hidden among ordinary caravans. Guide these caravans to their villages to activate the gems.

Vasa - Vasa The Divine communes with the gods of light, but they are limited in their influence. Complete all monuments to return the gods to their glory so they can smite the Tower.

Yana - Yana tells you that the Adversary has grown too reliant on its foes. If you defeat 10 foes, the Adversary will have no choice but to leave the Tower. (Yana will not be a companion at the start of the game.)

Zaida - Zaida speaks to you in a dream. Spend treasures that match the adversary’s traits to work a spell to draw the Adversary out.

As you can see, with this batch of main goals, we're really trying to push the envelope of what they can look like and offer a wide variety of objectives to test your mettle. So, which one's the first one you're going to try out?
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Midnight Mass in the Moonstone Temple
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22 days ago
by Restoration Games
COMMUNITY ACHIEVEMENT
Reveal - Sanctuary Monuments
Pledge Goal: 8,500 backers
We did it!
This project reached this goal!
Great second day to the campaign and we're marching onward. Let's get right to it and have a look at two more monuments.

Sanctuary Monuments

As we revealed last time, there are two monuments associated with each basic building. Today, we're talking about the sanctuary monuments: the Moonstone Temple and the Argent Oak. If your kingdom gets assigned one of these, you'll have to get it built or head elsewhere if you need to get rid of those corruptions.

Moonstone Temple

The ancient art of astromancy used to be more prevalent. Given the right focus, it is said that astromancers could even move the stars in the night sky. One such focus was the Moonstone Temple. There, it is said that one could even stop time.



To gain offerings for this monument, you must finish a battle without using an advantage. None, not a single one. On the one hand, this is entirely within your control. On the other hand, you know it's going to come at cost. Choosing when you can take the hit will be crucial in getting it built without risking a loss.

After it is built, the Moonstone Temple can be very powerful. The built monument will trigger events that grant every hero a blessing (something we looked at in the Astromancer update). And it's enhanced Reinforce effect is the strongest effect we've ever put in the game. Spend the spirit, and you can Battle and Cleanse any number of times in a turn.

Argent Oak

The Druid’s Circle passes down the oral tradition of the Argent Oak, an ancient tree that grew to the heavens. The druids would come to this oak in times of trouble, and it would provide guidance and comfort. With some sacrifice, this tree may be revived to fight back against the Tower.




To gain offerings for this monument, you must gain a corruption, simple as that. (Reminder: It's a trigger, not a cost -- so you can't just choose to gain a corruption.) Again, you'll have to carefully balance when you're willing to pay the price and avoid sliding down a path to defeat while building it.

Once built, the Argent Oak is a powerful defensive building, allowing the players to come back from the brink of defeat. It's event lets the player who just took a turn to remove all skulls on or adjacent to them. (Though, as always, be careful camping out next to skulls lest foes strike before the event triggers). It's enhanced Reinforce effect lets you save spirit by spending items to remove corruptions instead. 


And let's also take a moment to check out those gorgeous sculpts by Pat Fahy and Josh Suyemoto. Can't wait to see some paint jobs on these.
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Ahem, the Hero Chooses the Wand
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24 days ago
by Restoration Games
COMMUNITY ACHIEVEMENT
New treasures - Wands
Funding Goal: $750,000
We did it!
This project reached this goal!
Quick look at a brand new kind of treasure: wands. Up until now, treasures have been either something you can use again and again or something you can spend for a one-time effect. In the Covenant expansion, we introduce wands. These treasures use a new resource, charges. Each starts with a number of charges when you acquire it, has a way to get more charges, and has an effect that you can spend charges to trigger. In this way, you can use the item over and over again, but you'll have to decide when to try and recharge the wand. This keeps with Covenant's general design philosophy of presenting the players with difficult choices between the typically optimal play and a less optimal play that provides an alternate benefit.

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Our Fate Is Written in the Stars
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1
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24 days ago
by Restoration Games
COMMUNITY ACHIEVEMENT
Get to know the Reverent Astromancer
Funding Goal: $600,000
We did it!
This project reached this goal!
We've blown through the $600,000 achievement, and the campaign continues to roll along. With the heroes in the Covenant expansion, we really wanted to offer totally new playstyles that will feel very different from the existing heroes. We also wanted to explore some classic tropes that weren't represented in the game. No doubt about it -- we needed a wizard. Enter the astromancer.



“The stars will guide us through the dark months ahead.”
The Reverent Astromancer is our nod to Gandalf, Elminster, Merlin, and all the other classic spellslingers. Although other characters touch upon a magical heritage, we wanted a character that wielded spells and grew in power as the game went on. 

Who will like this character: People who want to feel clever and who like to plan ahead.


“I have visions of what I need and where to be.”
The Astromancer’s banner ability is to remove one skull that is on or adjacent to his space. So ending a turn in the right location is key. This also allows you to save Cleansing for buildings with two or three skulls.

The Pious virtue is the core of the Astromancer, granting you the ability to prepare a number of spells equal to the month. You need to be able to think ahead for the whole month and decide what you think you’ll need.

The Well-Versed virtue gives you a blessing if you removed a skull with your banner ability. Blessings are a new mechanic. They grant you +1 Wild Advantage until the end of your next Heroic action so it will come in handy if you are Battling or Questing on your turn. 




“Magic is mine to harness”
The Astromancer’s other virtues let you do wondrous things with your spells.

Zealous gives you a blessing whenever you cast a spell. Later in the game, you could gain a handful of wild advantages.

If you want more power, take Exalted. This gives you access to four new spells called Invocations. These are more powerful spells that you can use for the rest of the game.

Or, you can take Bounteous, which gives you a treasure once per turn when you cast a spell.

“My spells are my life.”
But a wizard is only as strong as their spells, and we wanted to give the Astromancer some wild ones. We put a lot of time into designing effects that were a little less straightforward and required a little more forethought to optimize. Here are the Astromancer's spells and invocations.



Spells

Ritual of Warding: Place a Protection token in your space. These tokens negate wasteland and foe spawns in that space. You can try to just guess where they might show up, or you can lay down some preemptive protection in key spaces that you don't want to get blocked off.

Soothing Word: One hero in your space replaces a corruption with a new one. With the gnarly new corruption effects, sometimes cycling a corruption is as helpful as removing it (and a lot cheaper).

Aura of Friendship: When you Reinforce at a building this turn, you can treat it as any building. Fundamentally, this spell can save you some movement, particularly helpful as wasteland tokens build up across the board or when you need a particular Reinforce effect and don't have that monument built yet.

Winds of Change: Put any number of treasures from the market on the bottom of the treasure deck. Then refill the market. For when you can't wait around for a New Wares event and especially handy when the Devious Swindler is hunting for advantages (but we'll talk more about them later).

Bounty of the Gods: Gain 3 random quest items, and lose 2 of them. Lose the other at the end of your turn. One of the wilder effects, sometimes it will be just the item you need, and some times you'll get to move siege trees that aren't even in the game. Either way, tons of fun.

Bestow Blessing: One hero gains a blessing. And their most straightforward effect. An advantage when you need it.

Invocations

Commanding Rebuke: Place a foe that is in your space in any other space. Potent ability that sets up another hero's champion virtue or just hucks a nettlesome foe out of the way while you're trying to work on the main goal.

Smite the Wicked: Remove a savage or lethal foe. An interesting effect, very powerful, but only works in situations when you might already be at some risk. Are you going to let that dragon level up just so you can smite them next turn...?

Abate the Darkness: Remove a seal, return any skulls to the supply, replace the seal. A great way to clean out the Tower a bit and refill the skull supply when it's running low.

Celestial Jaunt: Place yourself on any space with a quest marker. A more potent but more situational movement ability, it can come in very handy as the board fills up with wasteland tokens.
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Hello First Achievement! Goodbye Citadel!
50
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31
24 days ago
by Restoration Games
COMMUNITY ACHIEVEMENT
Reveal - Citadel Monuments
Funding Goal: $500,000
We did it!
This project reached this goal!
Yowza! We blew through our funding goal and unlocked our first achievement. Clearly, our fans remain the best around.

One of the things we were excited about when we decided to use this platform for the new campaign was BackerKit's attention to the social aspects of crowdfunding. (If you haven't done so already, check out the Discussions page and see how robust the community conversation is.) One of those aspects is the Community Achievement system. It's a little different than the ad hoc stretch goals we've used in prior campaigns. It's new to us, and we're going to explore all the cool things we can do as we move through the campaign. Importantly, since we already unlocked every stretch goal in the universe (and a few extras) in the first campaign, we're going to be focusing on the fun: unlocking updates with deeper dives on the content, backer polls, maybe even a little lore and worldbuilding.

So, without further ado, let's start things off by having a closer look at our first two monuments....



Citadel Monuments

Since this is our first up-close look at monuments, let's talk a little more about how they impact the game. When using the Covenant expansion, at the start of the game, the app will tell you to replace a different building in each kingdom with a foundation token for a monument. Each type of building has two associated monuments. For the citadel, these are the Cenotaph of the First Prophet and the Tower Shard. So, if this is your home kingdom, you're starting the game in an empty space with a sad foundation token in place of your citadel. That's right, no more first turn potion for you. This also means one less building in each kingdom to hold skulls.

You definitely start in a bit of a deeper hole when playing with this expansion. But when you build them, you can really turn your fortunes around. (You can complete a monument by taking the Build heroic action in its foundation space when it has 3 offerings on it.) A completed monument counts as a building, including holding skulls and granting a Reinforce action (including special new enhanced Reinforce effects unique to that monument). It's all about deciding which monuments you're going to focus on building.

So what about these two monuments...?

Cenotaph of the First Prophet

Azkol’s first prophet built this as a tribute to his lord, before Azkol went mad. Now it stands as a testament to the Gods of Light, reaching towards the sky. The knowledge of all prophets that came after is stored within.


To gain offerings for this monument, you must defeat a foe in a wasteland. This presents two challenges. First, you have to get a foe to a wasteland if it's not already there. This can be done with a potion of the siren's song, the cloak of stars, and similar effects. Second, you need to enter the wasteland to Battle it (unless you have the oakstone bow, for example).

After it's built, the Cenotaph's enhanced Reinforce effect allows players to gain access to virtues from heroes outside the game! If you want to see how your favorite Spymaster virtue works on a different hero, then this monument is for you. The completed Cenotaph also generates events in the app that grant spirit to heroes in that kingdom.

The Tower Shard

For generations, pilgrims from the Four Kingdoms journeyed to the site of a glorious battle, where a piece of the original Tower fell, a scarred wedge. Eventually the site was sanctified and became a shrine to the Gods of Light.


To gain offerings for this monument, you must defeat foes adjacent to the Tower. Like it's counterpart, this might require some clever maneuvering to get it done.

After it's built, the Tower Shard's enhanced Reinforce allows you to trade spirit for potions. But its true power come from the Aura of the Tower Shard, which causes foes to tremble in battle. For the rest of the game, all foe critical hit battle cards are replaced with benign cards that can even aid you in Battle.
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