Return to Dark Tower Second Printing and New Covenant Expansion

Return to Dark Tower Second Printing and New Covenant Expansion

Our Fate Is Written in the Stars
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.

Hello, I have questions about some spells: -Ritual of Warding: what happens if the tower asks you to spawn a foe there? Do you use the remove option? -Aura of Friendship: can you use only reinforce actions of classic building that way or also monuments? And if so, only built monument? -Bounty of the Gods: as some quest may let you earn quest items, can it happen that way that you already have the item?

user avatar image for Damsen
24 days ago

This will end up being my partner's favourite character so much she probably won't let me play them lol

I need the Astromancer right now. This sounds like sooooo much fun. Honestly I have alliances but haven't tried it yet. As cool as Covenant sounds, I mainly get the expansions for the extra characters. If Astro is any indication, I will not be disappointed!

user avatar image for TotalEclipse
24 days ago

I playtested Covenant. I can promise you won't be disappointed. ;-)

user avatar image for Greg Murdock
24 days ago

Do we know when we will be receiving these new, wonderful items?

user avatar image for Justin D. Jacobson (Board Game Necromancer)
CREATOR
24 days ago

Fulfillment is scheduled for July 2023.

user avatar image for Kyle Dalrymple
24 days ago

Is a spell no longer "prepared" after you use it? So you use it at the beginning of the month and then would need to wait until the start of the next month to prepare it again? Or do prepared spells stick around until the end of the month and then you can swap them out? In that case, are you allowed to use them only once per turn? I might have missed how much you are allowed to use them. Either way, very much into it.

user avatar image for TotalEclipse
24 days ago

As a playtester who never got to test this character because of it being under construction at the time, I would like to know this as well. But either way, I can't wait to play this character, it's totally my style versatile and tactical.

user avatar image for Justin D. Jacobson (Board Game Necromancer)
CREATOR
24 days ago

Correct. You after you use a spell, it goes back to your hand, and you can't use it again unless you ready it again next month.

user avatar image for PhilJol
24 days ago

These all seem like very good changes compared to the broken version from playtesting. Can spells and invocations only be cast on your own turn?

user avatar image for Justin D. Jacobson (Board Game Necromancer)
CREATOR
24 days ago

That's correct. And, yes, that's why we do playtesting.

user avatar image for DEL
DEL
24 days ago

Just curious, what seemed broken about the original astromancer, or the spells? I saw some version of them at Origins, but they didn't seem particularly broken to me. He seemed quite limited by the number of spells per month he could use. His virtues didn't seem too bad, except maybe the one where he could keep a spell he just cast.

user avatar image for PhilJol
24 days ago

Invocations were upgraded versions of spells, and invocations could be cast on other players' turns, so the Astromancer could get a treasure on every turn, instead of just their turn. Also, the Astromancer could spend an item to keep a spell prepared. So you could cast a spell to move a hero and a foe to a space (champion virtue), get a free treasure, spend an item to keep the spell ready, and do it again the next turn. The more items you had, the more times you could do this. Also, the spells were much different from these ones. It was broken, and it also made each turn about 1 minute longer on average.

user avatar image for TotalEclipse
24 days ago

Wow! I can't wait to play this character! :-)

user avatar image for Price Johnson
24 days ago

Yeeeeeeeeeeeeeeeeeeees! HERE *clap* FOR *clap* SPELLS *clap*. Astromancer might be new favorite over Relic Hunter. Sorry Relic Hunter, I still love you though.

user avatar image for Nathan Gledhill
24 days ago

Same!

user avatar image for Price Johnson
24 days ago

I especially appreciate the description "Who will like this character: People who want to feel clever and who like to plan ahead." FEEL clever. Doesn't mean I AM clever, just WANT TO FEEL clever. I feel seen.