The Judgement booth, #2861, is situated in Hall G. Pre-orders will be packaged and ready to collect on the 1st morning of the convention.
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.
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.
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. Continue reading
The Shrine to Forin is the last of the elemental character shrines set to be released this year, a shrine dedicated to the god of elemental fire. Forin is the most active of the old gods, full of fury and rage against the audacity of the demigods and one who is hellbent on their destruction. It was Forin that sent Inferno, one of his most powerful generals, to the shadow plane, to thwart the demigod's attempts of intercepting souls before they completed their journey to his home plane of fire.
The release of the new 5v5 map, code named "Earth & Fire", sees the battles on Between move towards the area where the shadow plane borders on the elemental planes of Earth and Fire, hence the reason the shrines to Forin and Eldir (Earth) feature heavily. All shrines are important in games of Judgement, they reward map control and are fantastic sources of Fate, the fuel that propels Warbands to victory. The character shrines add that little bit of spice because they also provide an additional buff beyond the standard Fate, and those buffs normally have a significant impact. The Shrine to Forin provides benefit more subtly than say the air (Arden) or water (Wellin) shrines do.
First of all, the Shrine to Forin awards a hefty 2 Fate which is significant and can turn the tide of a battle on its own, however the 2nd part of the reward could, in the right situation, be even more impactful. Buying, selling, and trading magical artefacts, during the heat of battle, is not always easy to do, however Forin's shrine allows any friendly heroes, within 2", to do just that. This opens up a myriad of tactical options and has the potential to reverse the fortunes of players that are under the pump in any given battle.
The other aspect of the Shrine to Forin that has the potential to have an enormous impact is the fact any model that becomes base-to-base with it immediately gains the fire condition. When trying to secure shrines, a common tactic is to place yourself in base-to-base with it, therefore requiring your opponent to push you 3" to stop you contesting it, however that is obviously something that won't be advisable with the Shrine to Forin. Saiyin's Holy Shield will become a powerful ability on maps that contain the shrine, and once again the curse condition becomes very important as well.
We will be releasing maps 4-6, from the new 5v5 map, in the coming days and all 3 will feature the Shrine to Forin. The design team are once again very excited to release another character shrine and feel with the full set of 4 now release, there is tremendous variety in our maps that compliment the 30 heroes we have currently in the game.Continue reading
Inferno made a huge impact when he was released during early play testing. A real risk/reward opportunity for either player, and a monster that cannot be ignored, since he has a powerful ranged attack. We actually provided some background for Inferno in an earlier blog post. Fire elementals are a classic monster in many fantasy games, including of course, the ancestor of them all, Dungeons & Dragons. Gloom and Ashtooth were the first 2 monsters developed since they are traditional natural inhabitants of the Shadow Plane, however once we looked to expand the monster range further, the fire elemental was at the forefront of our minds. There are various interpretations of the fire elemental, from a pure flame being, with little solid form, to a molten rock body, all fire and brimstone. The Judgement rendition is more towards the latter. Helge C Balzer capture the essence of Inferno magnificently in the illustration, however it left a tough task for James W Cain to represent that in 3D form. After a lot of work collaborating with the Judgement team, we are over the moon with the final sculpt, and here it is.
James painstakingly sculpted the numerous plates all over Inferno's body to truly capture the molten rock look we were aiming for. More than any other model in the range, we believe that Inferno will be transformed once he is painted. Rivers of yellow/orange lava running between the outer plates of his body are going to make this model pop, and he is going to look amazing on the battle fields of Between. Despite being a beast of raw power, the sculpt has captured the grace and beauty of a being at one with its environment. We are incredibly excited to release Inferno, and are pumped to include him as a free add-on for high level backers of our wave 2 Kickstarter.
Neutral monsters are a unique, challenging, and fun aspect of Judgement. As the game has matured, the best players have come to realise that appropriate manipulation of the neutral monsters can go a long way to ensuring victory. The Judgement crew have always treated the creation of monsters with the same care and attention as we do our heroes. Ashtooth was actually the first monster created, when we only had the 5v5 game on our horizons. It was not until later, when we developed the 3v3 version of the game, that we introduced Gloom, to provide an monster that was easier to kill, and better suited to new players.
While we were fortunate enough to get Gloom sculpted up in our wave 1 Kickstarter, Ashtooth remained unlocked, so we were always keen to get him done. With wave 2, like we did with Gloom in wave 1, we are making Ashtooth part of the core range, so he is almost certain to get produced this time around. With that in mind, we commissioned James W Cain to bringing Helge's magnificent illustration to life, and here it is!
Ashtooth is currently the toughest monster in the game to kill, and provides the healthy reward of 2 Fate, and of course, the obligatory level. He also hits like a freight train with a massive 7 damage crit attack, along with a 2S Poison combat manoeuvre. Outside of possibly Brok, you normally need to commit more than one hero to take the werewolf down, and many a great battle plan has come unstuck in the attempt.
Work has already begun on Inferno, the other wave 1 monster that remained unlocked, so look out for his reveal in the near future.Continue reading
Herein lies the very first clarification and errata document for Judgement. From the very beginning we socialised the fact Judgement would be a regularly "patched" game, in keeping with its MOBA origins and to ensure the game's rules are kept in an optimal state. Our patch schedule is quarterly, with the changes becoming official on the 1st day of the start of the next quarter. Therefore the official date for this patch is the 1st of January 2018.
A simple clarification around the proper use of tokens that a model is placed in base contact with, such as Shadow Orbs.
A model that is placed in base contact with a token must be placed so that the edge of the model's base is touching the edge of the token. The model's base is not allowed to be covering any part of the token.
The rules for being engaged or engaging were incorrectly omitted from the Core Rule Book.
A model is considered engaged when it is within the melee range and line of sight of an enemy model.
A model is considered to be engaging an enemy model when they have that enemy model within their melee range and line of sight.
There is no actual change to the rules for magic attacks in melee, however we felt it required further clarification. An easy way to remember this rule is that magic attacks in melee follow all the normal rules for standard melee attacks, except the hero cannot charge with the attack.
Some models possess magic attacks that are also melee attacks. Despite being a magic attack they can be used while engaged, however they cannot be used to charge. For all other cases they follow the rules for melee attacks. A model must use it's MAG stat for this kind of attack.
Questions have arisen about what happens when a model is pushed into a wall.
Models cannot be pushed over walls. If they come into contact with a wall during a push, they immediately stop.
Clarifications around a model making a RNG attack and receiving the aiming bonus.
A model that is placed during its activation, by any means, is not able to claim the aiming bonus in subsequent attacks.
We have had a few queries around whether you can re-roll a single dice using Saiyin's Augury, and then re-roll the entire dice pool using a Fate. The answer is no.
A dice that has been re-rolled, by any means, cannot be re-rolled again, by any means.
There has been some confusion with the Core Rule Book's assumption there was more than one Soul pit on a map.
On maps that have a single Soul pit, a Soul will spawn from that pit each turn, assuming there are not 2 or more un-bound Souls on the battle field already.
There have been a few questions around Thorgar's Enraged Slam ability, and the way it interacts with other rules, and heroes, in the game. Enraged Slam does operate outside the bounds of "normal" Judgement play, however we have always felt it was worth some pain to be able to have something as cool as 9' Minotaur gladiator rampaging across the battle field. This section is merely to clarify two things in particular.
Thorgar's Enraged Slam is not an advance. Therefore, parting blows are not triggered whenever Thorgar sets off on an Enraged Slam movement. Similarly, since it is not an advance, Thorgar can escape Doenrakkar's Stone Grasp ability. Any time an advance is specifically mentioned, it generally would not apply to Thorgar's Enraged Slam movement.
This clarifies the invisibility rule to make it more intuitive, preventing active abilities from targeting the model as well.
This model cannot be targeted by active abilities or RNG/MAG basic attacks from greater than 3" away.
Bastian has established himself as the pre-eminent Supporter in the game, and is a staple in many player's warbands. The combination of Heroic Ballad, Calming Waters and Prayer of Health make him the most Fate efficient hero in the game. We are very happy with Bastian's ability to support his allies. That was the design intention with him and he fulfils the role perfectly. Our main gripe with him was his combat prowess, particularly when you consider his 3" reach, was not be-fitting a supporting Lore Keeper. We also felt the Prayer of Health was simply too efficient in its original guise.
We felt a slight adjustment to Brok was required to bring him back to the field once he reached level 3.
We felt Kvarto's Telekinesis had too great a sphere of influence, particularly on 3v3 maps. We reduced its range and the distance it could place the enemy model. The 4" range also brings it in line with most other abilities of a similar nature.
Piper sits in a pretty good place, and he plays true to our original design goals. The intention of Enhance Self was to provide a combat buff for Piper, however often it is being used to turn Piper into a Soulgazer that is extremely difficult to hit in the following turn. Removing the Soul harvest buff returns the ability back to its intended use.
Once Piper reached level 2, we felt that Viper Venom was too easy to trigger. Changing it to (2S) also brought it in line with abilities used by other heroes. The wording of Duplicate Self was causing some confusion around whether the enemy's attack actually occurred. Therefore we clarified it to only ignore basic attacks and that it ignores the damage and combat manoeuvres resulting from the attack.
Just another cleanup exercise with Augury. We incorrectly omitted an end of activation expiry for Augury in the original card, so that has been included. It was also unclear whether Saiyin could use Augury the activation she cast it on herself, so that was included as well.
Skoll has been the centre of many a discussion around his power level in the game. Some players swear by him, whereas others struggle to find a place for him. Our main concern with Skoll centred around the fact he was good at too many things. He could pretty much compete in all facets of the game, and this is not a healthy place for any hero to be in. We also felt his damage was a tad too high for a Defender, particular when you consider he has the highest health value in the game at all levels.
With these changes, Skoll now sits as a solid health-tank hero that brings a lot of utility to the table, including substantial damage against low DEF or knocked down targets.
The Core Rule Book presents different rules for resolving when monsters have more than one hero in their melee range, depending on whether the monster moved or was pushed. We want to standardise the way this is handled moving forward, so we have changed the rule for when a monster is pushed.
Replace the paragraph on page 22 regarding when a monster is pushed with:
If the monster is pushed, placed or thrown (assuming it has a special rule preventing it from being knocked down because of being thrown) so that it is engaging a hero that was unengaged by the monster. If multiple heroes are engaged by the monster when it is about to attack, the closest will be attacked. If they are equidistant, then randomise.
Ashtooth is the most difficult monster to kill, and hits like a truck. We feel a single Fate and level is not a good enough reward for bringing the big man down.
We feel Inferno's Bounty should be somewhere in between Gloom's 1 Fate and Ashtooth's 2 Fate...
Heroes wielding two weapons are cool, and there are many iconic heroes throughout the fantasy genre that are legendary for it. Besides Skoll, we plan on having more heroes with the ability. In preparation we decided to add an entry for it in the Core Rule Book. Note that we have added in a rule that the 2nd attack now incurs a -1 attack dice pool penalty, just to smooth the power curve a bit.
Each time a model with dual wield resolves an attack action with “weapon”, it can immediately make a 2nd attack using the same weapon, against the same target, or another target enemy model. The 2nd attack incurs a -1 attack dice penalty.
Only the 1st attack of a charge receives the +2 attack dice pool bonus. Dual wield can only be triggered during a model’s activation, and cannot trigger another dual wield attack.
We have discovered a few inconsistencies with the way non-hero models are treated in the rules, such as models that are summoned. I.e. Zaron's Child models. We are making a slight change to the contesting and claiming of Shrines, to clean this area up.
Replace the 1st point of the "Controlling the Shrine" section on page 23 of the Core Rule Book with:
There are plans for more heroes that summon models in the future, this clarifies one of the finer points on how they operate.
When a summoned model kills an enemy hero, by any means, the hero that summoned the model harvests the enemy hero's Soul.
Below we provide complete clarifications on several points for the only summoned model currently in the game, "Zaron's Child".
Summoned models are not hero models. They are friendly models to the hero who summoned them, and their warband, but not heroes in their own right. Therefore anything in the rules that references a hero model, does not apply to summoned models.
The EndContinue reading