Unbreakable Bonds

It’s a game day extra here at spalanz.com!

As it’s Fantasy Week here, in celebration of the blog’s third birthday on Friday, I wanted to talk a bit about the upcoming Unbreakable Bonds expansion for Runebound third edition, which provides a co-op/solo alternative to the game.

There hasn’t been a great deal of news for the new edition of Runebound for quite some time, which has had many folks fearing the sky would soon be falling on the game. But feat not! This bad boy is coming in the third quarter, with new stuff (including new heroes) to add to the game.

To start with, there are five scenarios presented in the expansion – two new ones, and co-op/solo versions of both base game scenarios and Caught in a Web. I like this idea a lot, as I feel it could leave the door open for FFG to produce further co-op/solo expansions that do the same for any subsequent expansions they put out. I’m sure plenty of people will complain that this not only requires the base game, but also other expansions in order to play, but I’m sure there are plenty more completionists for whom this won’t be an issue. And the smaller expansions FFG have put out so far seem so packed-full of stuff, I don’t think you’ll be wasting money on them…

The way that combat is being handled in this expansion has interested me a great deal, as rather than having specific rules to essentially bolt-on a monster AI, there are new “combat boards” for four different monster types, along with the respective combat tokens. This could well future-proof the game for Unbreakable Bonds to work with whatever is next for Runebound third edition – though of course, we’re still waiting to see any kind of big box expansion come out here.

It’s definitely an interesting twist, and has come at a time when I’ve actually been on the cusp of trading off this game as one that I haven’t played since my first foray almost a year ago. I might just keep hold of the game and wait to see what Unbreakable Bonds has to offer me, after all!

Conquest of Nerath

Hey everybody!
It’s game day here at spalanz.com, and in celebration of my blog’s third birthday this Friday, I’m making this Fantasy Week! What better way, therefore, to celebrate, than with a game set in one of the most archetypal fantasy universes ever conceived: Dungeons and Dragons! Okay, so I’m not going to be looking at the RPG itself, having never played it, but instead, I’m taking a look at one of the stand-out board games from the product line: Conquest of Nerath!

War has come to the Dungeons & Dragons world! In the north, the undead legions of the Dark Empire of Karkoth march against the fragile League of Nerath, determined to sweep away the human kingdoms forever. To the south, the infernal Iron Circle launches its own goblin hordes in a campaign of conquest against the elves and corsairs of Vailin. From the snowy expanse of the Winterbole Forest to the sun-warmed coasts of ancient Vailin, four great powers struggle for survival.

Conquest of Nerath

I’ve only actually played with this game once, back in 2013, and had an absolute blast! It’s basically the sort of area-control game that is a lot like Risk for those familiar with more mainstream boardgames, where you control a faction from the D&D world and attempt to take over the board as much as possible. The board itself is beautifully illustrated, and each of the four factions comes with a whole host of miniatures that represent the hordes they can bring to bear, from foot soldiers and siege engines to warships and storm elementals!

Rather than me go through the rules of the game here, let me present Rodney Thompson, one of the D&D lead designers from back in the day, and who has presented a load of video tutorials on D&D games:

The game is a lot of fun. It looks deceptively complex, as there are a lot of pieces on the board, from all of those miniatures to all of the tokens and cards involved, but the rules are actually really streamlined, allowing you to focus more on the narrative and fun, than on game mechanics and such. There isn’t a great deal of magic involved, aside from the wizards’ First Strike rule and, I suppose, the way some Event cards work, which also helps to keep the game straightforward. Each faction has the same sorts of units, and yet feels quite different in the way they play, which also adds to the ease of gameplay.

Conquest of Nerath

Of course, what would a D&D game be without, well, dungeons or dragons? The dungeon delving aspect of the game is one that adds a lot of the flavour of the setting that I think is otherwise missing from the game. The four factions, while being traditional fantasy tropes, are just that – tropes. The dungeon guardians, however, include some of the more iconic D&D monsters and villains, including the Beholder and Drow Raiders. Defeating these guys will give you the gold to buy reinforcements, as well as treasures to use in your battles against your enemies, but the mechanic is crucial, for me, to keeping the game on-theme overall.

Conquest of Nerath was released in 2011, and aside from one promo treasure card released at GenCon that year, there has never been any kind of expansion for it. Which is absolutely fine, when you think about it! So many games in my collection have been expanded unto death, it feels oddly satisfying to have a game that is completely self-contained like this, and the strategic depth involved in your conquest is something that can keep the game going.

Highly recommended!