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Zhim'gigrak Sculpt Reveal

Zhim'gigrak Sculpt Reveal

We revealed the first version of Zhim'gigrak a few weeks back on stream, but after some reflection and excellent feedback, we decided to go back to the sculpting phase. The rework would delay production and cost us more; however, after seeing the final results, we believe the cost is more than justified. We hope you do too!

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Dor'gokaan Sculpt Reveal

Dor'gokaan Sculpt Reveal

It took a lot of convincing the early playtesters that neutral monsters were an essential element of the game. Over time, the task of convincing players that monsters are more than a gimmick became a lot easier. Now, they usually are singing the praises of monsters to us. Our monster designs have come a long way since Gloom. The shadow hound was the equivalent of the designers dipping their toe in the water, in terms of monster board presence. From Gloom we moved to Ashtooth, then Inferno, the first monster with a ranged attack and then, boldly, we introduced Vujasha into the game.

At that point, we all took a collective breath and gave the game some time to breathe. The last 12 months have seen unprecedented growth in Judgement's player base and the introduction of new heroes and a new 5v5 Scorched Earth map. Dor'gokaan represents a natural progression in the evolution of Judgement monsters. He has the most rules, the highest potential damage output and being a demon, can be summoned by Warlock heroes! 

Something that Jeff and I keep in mind when designing new heroes or monsters is to make sure we maintain the Judgement model range's variety. Of the three official Judgement illustrators, Helge C Balzer is the one who pushes character design into areas we would not usually go. Vujasha is the most obvious; however, his Styx, Loribela and Nephenee illustrations have all introduced unique elements. Safe to say that Helge's Dor'gokaan tops them all. From the outset, Helge had a vision for the demon that none of us would have taken from the design brief. Before too long, Dor'gokaan had a life of his own, and the final product became a fusion of various archetypes and genres.

Dor'gokaan Illustration

Dave Whitaker, the sculptor who recently sculpted Sharn for us, was commissioned to turn Helge's vision of Dor'gokaan into a 3D sculpt and he nailed it. We are itching to produce Dor'gokaan and get him onto the battlefields of Judgement players everywhere, as a neutral monster and a summoned minion of Viktor Clerval.

Dor'gokaan Sculpt 1

Dor'gokaan Sculpt 2

Dor'gokaan Sculpt 3

Dor'gokaan Sculpt 4

Dor'gokaan Pre-Release at Warfaire Weekend

If launching the Judgement North American Championship at Warfaire Weekend was not enough, we are also going to pre-release both Dor'gokaan and Fazeal at the convention. Both models will be available to pick up on the Friday, and they will be legal for all the Judgement events, including the JNAC. 

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Styx Sculpt Revealed

Styx Sculpt Revealed

Styx is an enigma, partly because he has been alive for almost 1000 years, and partly due to his utter devotion to his master, Zaron Bogdan. Styx originally served as a mortician in Zaron's morgue, and it was during this time he uncovered Zaron's obsession with necromancy. Before long, Styx was assisting Zaron with his experiments on the dead, and later saved his master from certain death when an angry mob of local villagers stormed their manor seeking retribution for their loved ones. Styx's "reward" for his loyalty was to be slowly, and agonisingly, transformed into a cyborg, which was the only way he could delay his mortality, and continue to serve Zaron following his transformation into the ranks of undead. 

Styx was a rules and sculpting challenge for the design team. We have said it before that creating heroes devoid of straight up damage are normally more difficult to get right, both in terms of balance and being interesting to play. Similarly, we continually push ourselves to come up with unique characters and with Styx, being a mortician cyborg, we had a wonderful idea palette to work from.

James W Cain was commissioned to sculpt Styx with a directive to maintain clean lines to reflect his cyborg elements, however we also wanted to pay tribute to his time, earlier in life,  as a finely dressed mortician. For the scenic base we opted for a simplistic industrial theme, which once again suited his background.

Once again, a wonderful job by James, and he held true to the equally impressive illustration by Helge C. Balzer.

Styx will be available in our wave 2 Kickstarter which goes live in just under 2 weeks, and we have continued our drive towards raising the bar across our range. 

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