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Learned about this a couple of weeks ago from Guerrilla Miniatures Games. I bought the rulebook and painted up picrel.

It’s a Player v Player v Enemy skirmish game played out on a grid. I have cursed city and heroquest tiles.

The rules are very tight - a ton of weapon options, alternating activations driven by drawing playing cards. There is a light mechanic that, when the light goes out, the “AI” enemies (I’m painting orcs and goblins for this purpose) become far more dangerous, and it has campaign elements.

I’m very excited about this game - more excited than I’ve been about a TT game in a long time. Has anyone played?

And no, I’m not the devs so ib4 buy an ad.
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Moar shots of my boys. Working on orcs and goblins to serve as monsters next.
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Moar photos
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The little shits got soul
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never heard of it, very cool looking Dorfs tho
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>>96653637
Sounds like Frostgrave with a light mechanic.
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Yeah, what makes this better than frostgrave? Are we at the full on final fantasy tactics style skirmish game yet?
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>>96653637
Buy a fucking advertisement or post a link to the PDF
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>>96656970
https://www.scribd.com/document/747927381/Torch-Shield-Quick-Start-Rules-v3

Link to quick start rules. Don’t be a faggot - I’m not the dev. Forgive me for posting about something other than GW-related
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>>96656955
Never played frostgrave but have the 2e rules.

I’d say the biggest differences are:

1) The card-based activation system, which leads to alternating activations in many instances, and the suit that’s pulled provides certain actions that would otherwise be unavailable to the model

2) T&S is played on a tile-based grid, not a traditional mini-wargaming battlefield. Heroquest board, Warhammer Quest tiles, DnD tiles, etc. all work. A white board and dry erase markers work too.

3) the monster (creature in Frostgrave) phase seems more fleshed out in T&S - more of a key element in the game. Monsters have multiple abilities which are triggered by a simple “AI.” They have spawn points, can drag PCs, continually spawn into the battlefield, etc.

4) Light mechanic - it’s a resource you have to manage, and once the lights go out (or if a monster is in a darkened tile), monsters power up immensely.
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>>96657123
Sounds like good stuff minus maybe the card mechanics. Are these like custom cards ala mtg, poker cards, maybe tarot cards?

Still waiting for a class based pvp skirmish game.
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>>96657152
Standard poker deck + jokers. You basically draw a card for each of your units in play, and you play cards in descending order, with a suit priority to break ties. It’s more involved than that, but you get the general idea.

There are unit types, but not necessarily classes per se. There are also clans that have unique units, abilities, army list rules, restrictions, etc.



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