|Runebound | Published 02 June 2010|
The ships are leaving Terrinoth! Don’t be late to join the voyage of a lifetime. Peril, treasure, and glory all await!
Soon a new and exotic land will open up before you as the release of Mists of Zanaga approaches. You have heard tales of this strange, forgotten land. During the harrowing voyage on the high seas you listened to the captain’s stories of the mahkim and their bizarre rituals, and of the terrible primal gods they worship. Now, as the misty land of Zanaga looms on the horizon, the captain gives you a final warning - to watch your step and avoid the deadly Roaming Monsters.
The lands of Zanaga are home to vicious beasts, sinister natives, and terrible monsters. This makes travel across the jungle a severely treacherous endeavor. As we saw in the ritual preview, the Undefeated Challenge track is used as the Ritual Track in Mists of Zanaga. However, this does not mean that undefeated challenges will not pose a threat for adventurers. On the contrary...
If a Hero is knocked unconscious or successfully escapes a Challenge, the Challenge card is placed on the Roaming Monster track at the bottom of the game board. These Challenges are now Roaming Monsters and can attack unsuspecting Heros who wander astray.
Each Challenge card in Mists of Zanaga has a terrain symbol on it. These are used to make Roaming Monster checks. Whenever a Hero ends his movement outside of a town space and does not attempt an adventure counter, he must make a Roaming Monster check. If any of the Challenge cards on the Roaming Monster track have a terrain symbol that matches the Hero’s space, the Hero must encounter that Challenge.
(The Roaming Monster track - each Challenge is assigned a random Ritual Token when drawn)
But don’t be so sure you can avoid those lurking threats. If when making a Roaming Monster check none of the terrain types match your space, you must add a new Challenge card to the Roaming Monster track. No path is safe!
Check back soon for more tales from Zanaga!
Runebound is a fantasy adventure game for 2-6 players in which heroes race about the lands of Terrinoth in an attempt to prevent the resurrection of the evil Dragonlord, Margath. As they encounter the various creatures and traps about the countryside, they will gain new skills and may acquire an exciting array of allies, weapons, and armor to assist them.
I really do like that it's not just undefeated monsters that get added to roaming monster track.
In many of my play throughs I find that it's not often that monsters get added to the undefeated track.
Adding a monster any time you have to do this check and there is non on your terrain type I think is really critical to make this work.
Even still I'm currious to see how this plays out. I'm not sure how often the roaming track will be used. How often do players end on a non town space and don't draw an encounter from a adventure jewel. Sometimes, yes... but not often.
I really do like the idea and I hope it adds a good dynamic to the game.
This is shaping to be a really cool addition for Runebound, and it finally sounds like a decent mechanic for wandering monsters.
I like the vibrant artwork. Fits the feeling of the lush jungle well. Just wondering if other expansions and maybe base game will be redone with this new track in mind?
It would be neat but costly.
Nice, new and dangerous - I like it!