project-image

AracKhan Wars - The Card Game

Created by Nothing But Games

AracKhan Wars is a grid-based tactical card game for 2 to 4 players.

Latest Updates from Our Project:

2022-06-23 🇺🇸🇬🇧 AracKhan Wars - project management update
almost 2 years ago – Fri, Jun 24, 2022 at 02:04:50 AM

Hello everyone! What’s happening in the forges of AracKhan????

We are working hard to prepare all the game files and to track down every possible mistake. The most time-consuming assets: the rulebook and of course THE CARDS. The workload was particularly surprising by its sheer volume. The difference between creating prototype files and professional files ready for print is particularly huge. As usual, we prefer to post less but better content and above all to offer you consistency and a dive into the heart of our work.

In this Kickstarter News Article, we're going to tell you about the faction cards and all the work that went into getting them ready. At the end of this article, you will see all the cards in their final form.

All the game files, except for the rulebook and the Trail of Ashes Srategic Guide (Trail of Ashes is the new name of the Byartur Expansion Pack), will be sent to the manufacturer in the next few days!

The next two news updates that we are starting to prepare as we speak will go into detail on the other cards for the other game modes and, of course, the revised rulebook.

FINAL FINAL FINAL FACTION CARDS

In conjunction with the complete rewrite of the rulebook, all faction cards have been thoroughly revised. Here are the different axes of this hard work, that will stand the test of time:

  1. Balancing, again and again.

Many of you know this, but it is worth repeating: AracKhan Wars is built to last. Our vision encompasses several seasons, each with its own set of expansions. For this vision to become a reality, the game must be balanced and stable, without anomalies. This is the key to our success, without it there is no fun to be had. If there's a deck build that’s OP everyone will be playing it and lose interest shortly after! A nightmare for a player who wants to invest as well as for a publisher! The competitive aspect being obviously at the heart of our strategy, we do not regret the thousands of hours spent testing the game. I would like to mention that without the help of Marcus Meyer, Nicolas Morin and Chandler Meyer we would not have been able to manage it! These three legendary characters have played hundreds of games (literally) on their own, debriefing us daily. So what was discovered during these playtest sessions? Many things such as: the cards invented during the Kickstarter that were not tested before hand have serious issues. Marcus and I(Bob) plan to make videos in the future (when we have time) where we will discuss all these changes.

  1. Robustness of the rules and efficiency of the card texts.

This was a huge task that required all hands on deck. The goal: to optimize the rules and concepts of the game, the vocabulary and terminologies that are referred to on the cards. We wanted to make sure that the understanding of the cards was quick and unambiguous to avoid interpretations. By systematically reproducing the same sentence structures, using clearly defined vocabulary and short, simple sentences, the mind can easily assimilate what is written on a card and the underlying mechanics. This work therefore required the complete rewriting of the rules, which went from a prototype state to that of a real game (in detail in a future news update). One does not go without the other. One of the other benefits of this work is that it makes it possible to decrease the texts of the cards, the concept or the rule being detailed in the booklet. This really makes for a more comfortable reading experience.

  1. Typography, styles and layout for readability

All the cards have been reviewed by a professional layout and typographer to ensure that the layout and text are as effective as possible. The result is a greatly improved readability, more pleasant cards to read, for a better understanding of the game and its efficiency during plays. On the menu: reduction of the character weights, a reasoned use of capital letters, good use of the singular and plural, all this has been rationalized. The layout of the text block for the cards also required fine-tuning, from the internal margins to the line spacing, and the right way to make attribute icons and text coexist. Many hours were spent creating and fine-tuning the right paragraph styles, depending on the type of card and its footprint.

  1. Color correction

Because AracKhan Wars is also about pixels! We had already told you about the work done in partnership with Point 11 agency. This essential step allowed us to transcend the appearance of the cards. Clearing out the dark areas, making sure we had printable colours, magnifying the gold of the illuminations, all the graphic elements went through it! The final stage of our work with them and starting in a couple of days will be to produce all the printed proofs to be sent to the factory, to be used as a reference for the printing process.

Here is a selection of cards that illustrate all these points in a meaningful way.

Nemesio, working for The Blight (and himself).

Nemesio with Initiative, with this skill and that action? This is insane!!! Thank you Marcus for identifying this little problem that could have been a bit too disruptive on the battlefield. The Initiative attribute has therefore been removed, Nemesio is sufficiently elusive as is!

The creation of the Stealth attribute, which we had already discussed, then frees up space on the card, space needed to properly write the action that Nemesio can perform.

The reading of the whole is improved by the typographic slimming down, with all the bold lettering that made no sense removed. The same type size is used in the text which is also cleaner. The layout of this text block is also improved: the attribute icons and the text are better detached from each other and no longer hit against the surrounding frame.

Look also at the result of the color correction: the frame is more vibrant, and (almost) all the shades of Nemesio's dark side are revealed. All the details of the illustration are now clearly visible.


Nakka Walker

The Walker is one of those cards that is very effective when in play. I'm talking about cards with attributes such as Movement, Ranged Attack and Flight. Our playtesting crew made a discovery about them. When they are present in large numbers, they create a snowball effect that makes games particularly unpleasant for both the loser and the winner. If they are not destroyed immediately, they ensure supremacy for whoever has them.

First of all, its overly complicated skill has become the Regeneration attribute, correctly written in the rulebook. Finally, the Walker has gained a family name.

In exchange, and for the finest possible balancing, we combine here :

  • The double value system. In this case, the core value is reserved for victory points at the end of the game and for in-game events, the secondary value being reserved for deck building (23 cards, 125 points max). Here, the Walker went from a core value of 9 points to a core value of 8 points and a secondary value of 11 points.
  • According to the rules, this 11-point value limited it to 6 cards per deck. However, the play-tested games clearly showed that this was not enough. This is where the individual card limit per deck comes in: the Walker is now limited to 4 cards, which is more reasonable.

Now he's ready to march onto the battlefield, without breaking the game!

ex-Tormur Disc, now the Tomur Disc, is ready to take-off!

Here, several things to notice:

Balancing-wise, its Defense value has been decreased to 0, which, along with the Stealth attribute, already requires enough effort to overcome. Its double-value system and 1-card limit per deck will require careful consideration of its presence in a deck.

Once again, with the attribute replacing the skill, the layout of the block is more readable and pleasant.

Finally, you will appreciate its superb illustration, in a Full Art finish case, which will make it a very beautiful card in your collection.

The Ice Paladin, ready for action!

Not all the cards in the game are as complex in terms of mechanics, but that didn't stop us from making them more beautiful!

The work on the character's color correction in contrast with the background of the scene definitely highlights the Ice Paladin! The framing of his posture, the ice waves of his cloak that envelop the frame really bring the creature to life.

We had already mentioned in the previous news updates the work on the card families, to avoid conflicts with their names, the Ice Paladin benefits from this.

Note also that all the cards produced are identified in their lower left corner by a unique numbering. Thus this Ice Paladin is card n°15 out of the 194 cards proposed in this 1st edition of season 1 of AracKhan Wars.

Left-hand side: a digital printing of The Seneschal prototype card. Right-hand side: a digital proof that simulates the corrected colors and the rework on the final card.

The Grey Order is grey, really grey! And gold is gold, not a vaguely yellowish metal!  The work on color correction is sometimes subtle. Here, it is striking. And better too. Here, the grey is a real grey, not greenish. The Seneschal's armor is made of gold, as is the frame of his card. The vibrance of the reds is enhanced. The framing of the subject in the scene, improved. It’s world’s apart when looking from left to right.

The Seneschal deserves it, as does its rebalancing to 14 points in core value instead of 10 (seriously...).

The lighter Snow Griffin. Just as effective and more balanced.

7 core value points is better, he only has 1 in Defense after all, compared to The Seneschal just above. Its (secondary) deckbuilding value being higher than 6, the Snow Griffin is limited by the rules to 6 cards per deck to avoid the snowball effect.

Example of the work on the rules and on the concepts and associated vocabulary which allows the freeing of much space:

  • "all" has been removed, same meaning with one word less.
  • when a card mentions "adjacent creatures", it is always in relation to itself, which avoids repeating the name of the card. In contrast, when a card mentions "creatures (...) adjacent to another card", we always specify which one it is.
  • The “Swarm Attribute", replaced simply by its name “Swarm", another word less without altering the meaning.

This way it is still more pleasant to read without the need for words in bold. The Snow Griffin can now fly away.

We can also see the color correction proces at work, which ensures that the hues, although flattering on screen, will actually be printable on a press. This is because the RGB spectrum used by screens is wider than the CMYK one used in printing. If you are not careful in your choice of colors, you end up choosing some that are impossible to print.

Teleportation is not a lengthy novel anymore and works just as good!

Another type of card that has been balanced with an individual limit of 2 considering the power of this spell, especially with its ability to be activated during the Initiative sequence.

Another example of the work done on the game concepts explained in the rules, which optimizes the text of the cards: "moving a card".

The rules for "moving" a card are strictly written. You can only move a card :

  • ONLY on the battlefield
  • ALWAYS to an available space adjacent to another card, allied or enemy.

Four words are therefore enough to describe the action of this spell.

Another example of the benefits of the work on the colors: the turquoises on the left were clearly not printable, these have been corrected.

The shape of the spell cards' scroll has been reworked and their discard conditions rewritten and harmonized between English and French, which was not the case before.

AracKhan’s Tree of Life is the real star, not the text.

Here's one last example of card balance, but in the other direction: when one value (deck building and victory points) alone is enough, you don't need two, you just need to determine the right one. 12 points for the Tree of Life is necessary and sufficient.

Good use of the rules rework: if the Regeneration attribute is correctly defined there, then there is no need to write a whole novel on the card!

The dark tones are also corrected on: the trunk in the illustration, the parchment, and slightly on the frame. We have corrected the greens in order for them to be printed correctly (which benefits all the Nakka cards), and the Tree of Life can thus radiate in all of AracKhan with its luminous splendor!

This ends our review of the card finalization process.

You have trusted us with this Kickstarter. This is our first game and it is unthinkable for us to disappoint you. AracKhan Wars is the first playable experience of the AracKhan edifice and we want this edifice to be solid. It is clear that we are taking longer than we thought and many of the new skills had to be learned along the way. This knowledge will not leave us, we will continue to develop and improve the processes applied.

So here are all the finalized faction cards and their quantities per pack for you. If you spot a mistake, let us know by sending an email to contact(AT)nothingbgames.com


The CORE BOX

Note that in each of these packs, following the 23 cards of the pre-built deck, you'll find the extra cards you unlocked in the stretch-goals, separated from the rest by a small extra card that we hope you'll enjoy.

The Whitelands

The Nakka

The Grey Order

The Flail

MOVING SHADOW expansion

The Whitelands

The Nakka

The Grey Order

The Flail

SINGING IRON expansion

The Whitelands-

The Nakka

The Grey Order

The Flail

A TRAIL OF ASHES (ex-BYARTUR PACK) expansion and its 6 extremely powerful foil laser shiny holo cards

Exclusive laser foil shiny holo 11-CARD SET

You really read everything? 🙏

We go back to work, we'll see you soon for our next news and until then, take care and have a good game!

Bob and the Nothing But Games team

🇺🇸🇬🇧 AracKhan Wars - project management update
about 2 years ago – Fri, Apr 22, 2022 at 12:19:04 AM

Hello dear backers and passing visitors, we hope you are well!

We want to share with you an overall progress report on the AracKhan Wars project, with all the topics we have worked on since our last update: what is finalized, what is in progress, and what we still have to work on.

Summary of this news:

  • Game balancing and mechanics refinement
  • Colorimetric work on the visual ingredients of the game
  • Progress on game components

Game balancing, mechanics refinement

A considerable amount of work has been put in since the end of the campaign for the following reasons:

1- the game was still in development at that time,

2- you have unlocked a number of new stretch-goal cards, which were untested (real stretch-goals so to speak),

3- AracKhan Wars is based on the use of a limited number of cards (23 in your deck), the "weight" of each card in the game is therefore potentially very important.

That's why an All-Star team made up of Marcus Meyer, Nicolas Morin, Chandler Meyer and Bob Palmer was formed with the aim of testing each of the cards in combinations of decks, each more esoteric than the other. . And they patiently conducted hundreds of tests to prove the solidity of the whole. Their work is crucial to give AracKhan Wars a sound foundation and ensure its longevity.

This work led us to adjust the values of a certain number of cards. And this is where the game's complete balancing system comes into its own:

  • the system of double values, implemented on certain cards: the top value is used for game effects and for calculating victory points; the bottom one is used for deck building (23 cards, up to 125 points). We aim to find a card's true place in a deck, its strength in play, and its impact on the final score.
  • the card limit system has been added with an icon system displayed on certain cards, which limits the number of copies within a deck.

We have also corrected and finalized the system of "families" which constitute groups of cards of the same nature. This mechanic allows game effects that affect all cards that share this keyword. Example: the Swarm attribute, which gives +1 Attack for cards on the battlefield of the same family that have this attribute.

This led to modifying the name or the family of certain cards; in some cases they were identical. This was the case for example for the Ice Paladin who shared the family name Ice Paladin with the Paladin of the Guard and Gabriel. You see the problem: if we were mentioning Ice Paladin, were we talking about the cards with this name or this family? So we changed the family to name it Ice Guard to remove any ambiguity. In this way, we can create many interactions involving either the name of a card, or a family of cards, or a combination of both.

A good example of how we exploit these interactions is the Titan Rat card: it gains +1 Attack for each adjacent allied Rat card and it gains +2 Attack for each adjacent allied Rat Shaman card.

Another very important line of work: we have reviewed, corrected and optimized all the texts of the cards, in English and in French. To gain readability, remaining consistent in the wording between the cards, in the way the mechanics are expressed, and thus rule out any misunderstanding and eliminate possible interpretations when reading.

Please note that we will be correcting the cards until the very last moment before sending the files to the manufacturer; our production process allows for this, and we will hunt misprints like the Grey Order eradicates vermin!

Colorimetric work on all visuals

At the same time, we continued our work to prepare for mass production. A very complex subject that we had already mentioned in a previous news article. The challenge is to guarantee that your game will be as beautiful as possible, as it was imagined and designed by Bob. The problem lies in the gap that exists between working on a screen and printing on industrial offset machines in such a way as to get the same result year after year, consistency is the key. Printing is indeed not an exact science, but a delicate art.

An essential element of this chain is of course the manufacturer, and on this topic, we believe that LongPack Games has all the qualities required. But the manufacturer can't do anything if the our work on the files is inconsistent and unprofessional.

We therefore worked in partnership with the Parisian agency Point 11, a design and packaging specialist who works for major brands in different sectors. These are highly qualified experts who accompanied us to adjust the colorimetry of each element of the game. And we would like to thank François Wendling (their president) and Krimo Marouf (their project manager). The latter spent dozens of hours with Bob to calibrate the colorimetry of each graphic element of the game, provide advice and print all the necessary proofs that will ensure that the game files will be printed as closely as possible.

Were treated as follows:

  • 145 artworks, to display on cards, booklets, packaging...
  • 76 visual objects used on the cards themselves, between the different factions, their card frames and finishes, attribute icons...
  • 34 graphic objects ranging from tokens, rulebook page backgrounds, packaging decorations...

All these elements were adjusted one by one and checked by proofs printed on professional systems. The final step before sending to the factory will be provided by the Point 11 agency, namely: the production of all certified PDF files and printed proofs. The set will be sent to LongPack Games to produce the game while having a printed reference, calibrated, on which they can rely. We are doing everything possible in order to obtain the best possible result.

So, where are we on the components of the game?

After all these explanations, here is finally before your eyes the state of progress of all the components of the game!


The core-box

The packaging itself:

The packaging is almost ready (note that on the proof of the bottom of the box, the texts are not visible, this is normal). The last element remaining to be integrated is the block containing barcode, product reference and legal notices.


The Battle Mat

As it is a textile print which differs from the paper print, the battle mat file has undergone corrections to reduce the yellowish aspect of the prototypes and to reinforce the contrast (adjustments were also made on the battle mat of the Byartur Pack Expansion)


Printed artworks from Rob's BGG contest

Here’s one out of the four, but rest assured that they are all truly magnificent.


The rulebook

Here you see the cover of the rule book. It is on this booklet that we currently spend the most time. Compared to the prototype that we have shared, we reorganized its content to improve its educational quality and, like the texts of the cards, reformulated a certain number of paragraphs. There are still two good weeks worth of work to finalize it.


The punch board

Here is a preview of the back and front of the core box punchboard, with below a print of the 4-player dashboards that were in the Titan pledge and available as add-ons.


Moving Shadow and Singing Iron expansions

Here are the packaging of these two expansions, on which we still have to integrate the barcode blocks and legal notices.

For these two expansions, we have the layout work to do on the 16-page flyers that will display ready-to-use decklists.

Byartur expansion Pack

Here you can see the cover of the Byartur strategy guide, and the folded cardboard that covers the inside of the blister of this expansion.

Like the game's rulebook, the Byartur strategy guide also keeps us busy writing its content.

Show me the cards!

Here are some examples on proofs, between faction cards (194 unique cards, counting the different finishes), card backs and alternative mode card templates.

Show me shiny cards! (commonly known as foil cards)

Bob worked on each of the 18 shiny cards that are in the game (6 extremely powerful in the Byartur expansion and 12 cards that come with the Titan pledge). Technically, these are vector masks which will indicate to the machine which areas are to be treated with the special varnish which gives this “laser” effect.

Bob has prepared a simulation for you to show you a preview of the effect on a selection of cards:

[ Youtube video ]

Still to do on the cards:

  • integrate texts into the French faction cards
  • integrate the texts in the cards of the alternative modes (some cards of the "Objective" mode are being corrected)

We are coming to the end of this update, certainly a little technical but we hope it will be no less interesting. The stakes are high. We're not just refining a few fine details. We ensure the sustainability of the game and its evolution. It should be on your table more often than on your shelves. This is our mission! These final adjustments took us a bit of time, we are slightly behind schedule in production by a few weeks. We share this with you, as usual, in complete transparency. First game, first Kickstarter, first production... We prefer to take a little more time so that neither you nor us have any regrets. Next project update mid-May, until then, be well!

🇫🇷 AracKhan Wars - le point sur la gestion du projet
about 2 years ago – Thu, Apr 21, 2022 at 06:16:56 PM

Bonjour chers contributeurs et visiteurs de passage, nous espérons que vous allez bien !

Nous voulons partager avec vous un point d’avancement global sur le projet, avec tous les sujets que nous avons travaillés depuis notre dernier passage : ce qui est finalisé, ce qui est en cours, et ce sur quoi nous avons encore du travail.

Au sommaire de cette news :

  1. Équilibrage du jeu et affinage des mécaniques
  2. Travail colorimétrique sur les ingrédients visuels du jeu
  3. L'avancement sur les composants du jeu

Équilibrage du jeu, affinage des mécaniques

C'est un travail de fond que nous menons sans relâche depuis la fin de la campagne pour les raisons suivantes :

  • 1- le jeu y était alors encore en développement
  • 2- vous avez débloqué un certain nombre de nouvelles cartes en stretch-goal, qui n'étaient pas testées (de vrais stretch-goals pour ainsi dire).
  • 3- AracKhan Wars repose sur l'utilisation d'un nombre restreint de cartes (23 dans votre deck), le "poids" de chaque carte dans le jeu est donc potentiellement très important.

C'est pour cela qu'une équipe de choc composée de Marcus Meyer, Nicolas Morin, Chandler Meyer et Bob Palmer s'est formée avec pour objectif de tester chacune des cartes au sein de combinaisons de decks toutes plus ésotériques les unes que les autres. Et ils ont mené patiemment des centaines de tests pour éprouver la solidité de l'ensemble. Leur travail est crucial pour donner des bases saines à AracKhan Wars et assurer sa longévité.

Ce travail nous a amené à corriger les valeurs d'un certain nombre de cartes. Et c'est là que le système complet d'équilibrage du jeu montre toute son efficacité :

- le système de double valeurs, en œuvre sur certaines cartes : la valeur du haut est utilisée pour des effets de jeu et pour le calcul des points de victoire ; celle du bas est utilisée pour la construction du deck (23 cartes, jusqu'à 125 points) de manière à pondérer à la fois la place d'une carte dans le deck, sa force dans le jeu et son impact sur le score final.

- le système de limite de cartes par les règles a été complété d'un système d'icônes affectant certaines cartes, qui en limite le nombre d'exemplaires au sein d'un deck.

Nous avons également corrigé et finalisé le système de "familles" qui constitue des groupes de cartes de même nature. Cette mécanique permet des effets de jeu affectant toutes les cartes partageant ce mot-clé. Exemple : l'attribut Nuée, qui donne +1 Attaque pour les cartes sur le champ de bataille d'une même famille qui ont cet attribut, au-delà de la première.

Ceci a amené à modifier le nom ou la famille de certaines cartes ; dans certains cas, ils étaient identiques. C'était le cas par exemple pour les Paladins de Glace qui partageaient le nom de famille Paladins de Glace avec les Paladins de la Garde et Gabriel. Vous voyez le problème : si nous faisions mention des Paladins de Glace, parlait-on des cartes ayant ce nom ou de cette famille ? Nous avons donc modifié la famille pour la nommer Garde de Glace et éliminer toute ambiguïté. De cette manière, nous pouvons créer de nombreuses interactions faisant appel soit au nom d'une carte, soit à une famille de cartes, soit à un couple des deux.

Un bon exemple qui montre comment nous exploitons ces interactions est la carte Rat Titan : il gagne +1 Attaque pour chaque carte alliée adjacente (de la famille) Rat et il gagne +2 Attaque pour chaque carte alliée adjacente (nommée) Rat Shaman.

Autre axe de travail très important : nous avons revu, corrigé et optimisé l'intégralité des textes des cartes, en Anglais et en Français. Pour gagner en lisibilité, être homogène dans les tournures de phrases entre les cartes, dans la manière dont les mécaniques sont exprimées, et écarter ainsi toute incompréhension et éliminer les interprétations possibles à la lecture.

Sachez que nous nous sommes réservé la possibilité de corriger les cartes jusqu'au tout dernier moment avant l'envoi des fichiers à l'usine ; notre processus de production nous le permet, et nous chasserons les coquilles comme l'Ordre Gris éradique la vermine !


Travail colorimétrique sur tous les visuels

En parallèle, nous avons poursuivi notre travail pour préparer la production de masse. Sujet complexe que nous avions déjà évoqué lors d'une news précédente. L'enjeu est de garantir que votre jeu sera le plus beau possible, tel qu'il a été imaginé et dessiné par Bob. Le problème réside dans l'écart qui existe entre travailler sur un écran et imprimer industriellement en offset de manière précise et reproductible année après année, un jeu de cartes de manière fiable et consistante. L'impression n'est en effet pas une science exacte, mais un art délicat.

Un élément essentiel de cette chaîne est bien entendu le fabricant, et sur ce point, nous pensons que LongPack Games a toutes les qualités requises. Mais le fabricant ne peut rien si le travail en amont sur les fichiers est inconsistant et non professionnel.

Nous avons donc travaillé en partenariat avec l'agence parisienne Point 11, un spécialiste du design et du packaging qui travaille pour de grandes marques de différents secteurs d'activité. Ce sont des experts hautement qualifiés qui nous ont accompagnés pour régler la colorimétrie de chaque élément du jeu. Et nous souhaitons ici remercier François Wendling (leur président) et Krimo Marouf (leur chef de projet). Ce dernier a passé des dizaines d'heures avec Bob pour calibrer la colorimétrie de chaque élément graphique du jeu, prodiguer les conseils et tirer les épreuves nécessaires qui permettront de s'assurer que les fichiers du jeu seront imprimés au plus près.

Ont été ainsi traités :

  • 145 illustrations, utilisées sur les cartes, les livrets, les packagings...
  • 76 objets graphiques utilisés sur les cartes elles-mêmes, entre les différentes factions, leurs modèles de cartes et leurs finitions, les icônes d'attributs...
  • 34 objets graphiques qui vont des tokens, au fonds de page du livret de règles, au décors des packagings..

Tous ces éléments ont été réglés un par un et contrôlés par épreuves imprimées sur des systèmes professionnels. L'étape finale avant envoi à l'usine sera assurée par l'agence Point 11, à savoir : la production de tous les fichiers PDF certifiés et des épreuves imprimées. L'ensemble sera envoyé à LongPack Games pour produire le jeu tout en ayant une référence imprimée, calibrée, sur laquelle ils pourront s'appuyer. Nous nous entourons ainsi du maximum de garanties pour obtenir le meilleur résultat possible.

Alors, où en est-on sur les composants du jeu ?

Après toutes ces explications, voici enfin sous vos yeux l'état d'avancement de tous les composants du jeu !

LA BOÎTE DE BASE

La boîte elle-même

Le packaging est quasiment prêt (notez que sur l'épreuve du dessous de la boîte, les textes ne sont pas visibles, c'est normal). Le dernier élément restant à intégrer est le bloc contenant code-barre, référence produit et mentions légales.

Le tapis de bataille

Comme il s'agit d'une impression sur textile qui diffère de l'impression sur papier, le fichier du tapis de bataille a subi des corrections pour atténuer l'aspect jaunâtre des prototypes et renforcer certains contrastes (corrections également effectuées sur le tapis du Byartour Pack)

Les illustrations imprimées issues du concours BGG de Rob

Nous ne vous en montrons qu'une sur les quatre, mais sachez qu'elles sont vraiment magnifiques.

Le livret de règles

Vous voyez ici le fond de sa couverture. C'est sur ce livret que nous passons actuellement le plus de temps. Par rapport au prototype que nous avions partagé, nous avons réorganisé son contenu pour améliorer sa qualité pédagogique et, à l'instar des textes des cartes, reformulé un certain nombre de passages. Il reste encore deux bonnes semaines de travail pour le finaliser.

Le punchboard

Voici en une épreuve, l'aperçu des verso et recto du punchboard de la boîte de base, avec en-dessous un exemple des 4 dashboards joueurs qui étaient dans le Titan pledge et disponibles en add-ons.

Les extensions Ombre Dansante et Acier Chantant

Voici les packaging de ces deux extensions, sur lesquels il nous reste à intégrer les blocs code-barre et mentions légales.

Pour ces deux extensions, nous avons le travail de mise en page à effectuer sur les dépliants 16 pages qui vous présenteront des listes de decks prêtes à l'emploi.

L'extension du Byartour

Vous voyez ici la couverture du guide stratégique du Byartour, et la cartonnette repliée qui habille l'intérieur du blister de cette extension.

Comme le livret de règles du jeu, le guide stratégique du Byartour nous occupe également sur la rédaction de son contenu.

Montrez-moi des cartes !

Voici quelques exemples sur épreuves, entre cartes de faction (194 cartes uniques, en comptant les différentes finitions), les dos des cartes et les templates de cartes des modes alternatifs.

Montrez-moi des cartes brillantes ! (communément appelées cartes foils)

Bob a travaillé sur chacune des 18 cartes avec effet brillant qui se trouvent dans le jeu (6 extrêmement puissantes dans l'extension du Byartour et 12 cartes fournies avec le pledge Titan). Techniquement, il s’agit de masques vectoriels qui vont indiquer à la machine quelles zones sont à traiter avec le vernis spécial qui donne cet effet “laser”

Bob vous a préparé une simulation pour vous montrer un aperçu de l'effet sur une sélection de cartes :

[ vidéo YT ]


Reste à faire sur les cartes :

- intégrer les textes dans les cartes de faction françaises

- intégrer les textes dans les cartes des modes alternatifs (certaines cartes du mode "Objectifs" sont en cours de correction)

Nous arrivons au terme de cet update, certes un peu technique mais on l’espère pas moins intéressant. L’enjeu est de taille. Nous n’affinons pas seulement quelques menus détails. Nous nous assurons de la pérennité du jeu et de son évolution. Il devra être plus souvent sur votre table que sur vos étagères. C’est notre mission !

Ces réglages finaux nous ont pris un peu de temps, nous accusons un léger retard en production de l'ordre de quelques semaines sur le planning prévu. On vous le dit, comme à notre habitude en toute transparence. Premier jeu, premier Kickstarter, première production… On préfère prendre un peu plus de temps pour que ni vous, ni nous, n’ayons de regrets. Prochain point d’étape avec vous mi-mai, d’ici là, portez-vous bien !

🇺🇸 🇬🇧 Locking Credit Card information soon on Backerkit + faction name changes
about 2 years ago – Sun, Feb 27, 2022 at 07:11:44 PM

Hello everyone! We hope all is well with you guys.

In todays’news:

1- Final notice for your Pledge Manager (Backerkit) info

2- Faction name changes

We are charging credit cards on Backerkit tuesday March 1st, so if your payment or shipping information has changed be sure to update it on Backerkit, this is your last chance. You should receive an email from Backerkit very soon regarding this subject.

Faction name changes

It is very important for us that you are immersed in the world we have created, in AracKhan. So far we have used the names of the Provinces where each faction resides to name them. Those Provinces are the names humans use to speak of these geographical areas, but as you may know, humans are just one part of this vast world, and there are more appropriate ways to describe each faction.


Byartur becomes “The Grey Order”

The grey deck is home to a specific set of humans: The Grey Order. It is to be viewed as an armed political party. It has its own set of religious beliefs that are not necessarily held by other people. It has infiltrated Finistel, capital of Byartur and center of AracKhan but also other Provinces such as Vestur and Myrkur. They have agents in all fiefdoms and hold political and military leverage on most of humanity. Some of the other Provinces are resistant to the Grey Order’s influence, this is something that we will explore in future seasons of AracKhan Wars. The Grey Order is composed of the 12 Grey Legions, Artillery units, Cavalry, a regular army, and Mercenaries. The 12 Grey Legions are the elite, each has a speciality, in Season 1 we introduce the 6th Legion who are the best of the best when it comes to close combat.


Myrkur becomes ‘The Blight”

The red deck has a wide variety of creatures, ranging from corrupt humans to unspeakably horrible monsters. Leading them is a mysterious force that emanates from the depth of the endless Myrkur swamplands. It corrupts everything from plant life to humans. Its influence reaches as far as Hilgard and some say even further. The Blight’s strength resides in its ability to remain unseen, growing, expanding until it chooses to manifest itself in the most violent and treacherous way imaginable. We will learn more about this controlling entity as we expand on the lore, answers can also be found in the story of AracKhan.


Vestur becomes “The Nakka”

The land of Men goes as far west as the Poisonous River in Vestur. Beyond that is Nakka territory. The Nakka are the first born of the Tree of Life. They are as one with Nature. They can call upon the support of every living creature when their habitat is under siege, from the smallest butterfly to the most massive behemoth. Flora and fauna will act as one against the encroaching Grey Order and Blight. Leading the battle are Banshees, Musicians and Dancers, they are the children of Ylia the Matriarch, ruler of these lands. Deeper into the forest, plants will take on unexpected shapes, moving, mimicking, marching through enemy lines.


The Whitelands remain the same

Like the immaculate snow they are untouched by these name changes. These lands have been at peace for millenia. Creatures of ice and Children of Dawn, among others, populate this hostile region. They seek to preserve their sovereignty, fighting alongside each other when necessary. The Grey Order, hellbent on world domination will attempt to conquer the Whitelands and its precious resources, the Blight will seek to corrupt and infect it.

In the comments below, tell us what faction you’re the most excited about.

🇫🇷 Les cartes de crédits bientôt débitées sur Backerkit + Changement de nom de faction
about 2 years ago – Sun, Feb 27, 2022 at 01:13:19 PM

Bonjour à tous ! Nous espérons que vous allez bien.

Dans l’actu’ d’aujourd’hui :

1- Dernière chance pour modifier vos informations dans le Pledge Manager (backerkit)

2- Changements de nom de faction

Nous débiterons les cartes de crédit sur Backerkit mardi 1er mars, donc si vos informations de paiement ou d'adresse de livraison ont changé, assurez-vous de les mettre à jour sur Backerkit, c'est votre dernière chance. Vous devriez recevoir un email de Backerkit très prochainement à ce sujet.

Changement de nom de faction

Il est très important pour nous que vous soyez immergé dans le monde que nous avons créé, dans AracKhan. Jusqu'à présent, nous avons utilisé les noms des provinces où chaque faction réside pour les nommer. Ces provinces sont les noms que les humains utilisent pour parler de ces zones géographiques, mais comme vous le savez peut-être, les humains ne sont qu'une partie de ce vaste monde, et il existe des façons plus appropriées de décrire chaque faction.


Le Byartour devient “L’Ordre Gris”

Le deck gris se compose de : l'Ordre Gris. Cet ordre doit être considéré comme un parti politique armé. Il a son propre ensemble de croyances religieuses qui ne sont pas nécessairement représentatives de tous. L'Ordre Gris a infiltré Finistel, capitale du Byartour et centre d'AracKhan mais aussi d'autres Provinces comme le Vestour et le Myrkour. Ils ont des agents dans tous les fiefs et ont une influence politique et militaire sur la majeure partie de l'humanité. Certaines des autres provinces résistent à l'influence de l'Ordre Gris, c'est quelque chose que nous explorerons dans les prochaines saisons d'AracKhan Wars. L'Ordre Gris est composé des 12 légions grises, des unités d'artillerie, de cavalerie, d'une armée régulière et de mercenaires. Les 12 légions grises sont l'élite, chacune a une spécialité, dans la saison 1, nous introduisons la Légion VI qui est la meilleure des meilleures en matière de combat rapproché.


Le Myrkour devient “Le Fléau”

Le deck rouge offre une grande variété de créatures, allant des humains corrompus aux monstres abominables. Une force mystérieuse qui émane des sombres marais du Myrkour dirige ces alliances malsaines. Cette entité corrompt tout, de la vie végétale aux humains. Son influence s'étend jusqu'à Hilgard et certains disent même plus loin. La force du Fléau réside dans sa capacité à rester invisible, à grandir, à s'étendre jusqu'à ce qu'il choisisse de se manifester de la manière la plus violente et la plus perfide imaginable. Nous en apprendrons plus sur ce sombre mystère au fur et à mesure que nous développerons le lore, des réponses peuvent également être trouvées dans l'histoire d'AracKhan.


Le Vestour devient “Les Nakkas”

A l’ouest le territoire des hommes s’arrête au Fleuve Vénéneux dans le Vestour. Au-delà se trouve le territoire Nakka. Les Nakkas sont la première création de l'Arbre de Vie. Ils ne font qu'un avec la Nature. Ils peuvent compter sur le soutien de toutes les créatures vivantes lorsque leur habitat est assiégé, du plus petit papillon au béhémoth le plus massif. La flore et la faune agiront de concert contre l'invasion de l'Ordre Gris. En tête de peloton se trouvent les banshees, les musiciens et les danseurs, ce sont les enfants d'Ylia la Matriarche, souveraine de ces terres. En guise de soutien, les plantes prendront des formes inattendues, se déplaçant, mimant, traversant les lignes ennemies.


Les Terres Blanches restent inchangées

Comme la neige immaculée, elles ne sont pas touchées par ces changements de nom. Ces terres sont en paix depuis des millénaires. Les créatures de glace et les Crépusculaires, entre autres, peuplent cette région hostile. Ils cherchent à préserver leur souveraineté, se battant côte à côte si nécessaire. L'Ordre Gris, déterminé à dominer le monde, tentera de conquérir les Terres Blanches et ses précieuses ressources, le Fléau cherchera à le corrompre et à l'infecter.

Dans les commentaires ci-dessous, dites-nous quelle faction vous attire le plus.