“Countries of Ryrin: Chapter 7” by Fieron

Chapter 6: Endless Lands of Tir

Capital: Tirhome
Population: 5 million (20% Halfling, 15% human, 10% drow, 55% wilde races)
Denonym: N/A
Government Type:Tribal
Other Cities of Note: Brass Citadel (fortress on border of Forsaken Lands)

Beautiful fields, rolling hills, and vast canyons fill this paradise-like land of earth tones. Tribes of wilde, halflings, and many other races wander the plains, never staying in one place for long. The ill defined lands stretch from the ruined city of Skrakad to the Brass Citadel, a massive structure and wall stretching across the border with the undead-ridden Forsaken Lands.

After the fall of the dragons, numerous tribes of various races moved out of the ruined city of Shrakaud and into the abundant plains to the east. Many dragon cities dotted these plains, emphasizing research into the connection between animals and nature. Many of the wilde races came from these experiments. Much like in Joren, when the containment vessels unleashed undead hordes, the various tribes had to fight for their lives. One man from a Halfling tribe realized that all the tribes would die if they can’t unite.

This hero was simply named Tir. He united the tribes together to push back the undead hordes. They established a wall of their own. However, the tribes were nomads. Restlessness set in. Tir established a schedule. Every tribe spends on year guarding the wall at the Brass Citadel, then twenty years wandering the massive plains. A central city called Tirhome sprung up as a trading post between the various tribes.

Because of this, the Forsaken Lands have never successfully invaded the plains. Well, except for one time late in Tir’s life. The cycle appeared to be working. And then it was a tribe of halflings called Tealeafs’ turn. They arrived late, and through complacent parting let a group of the undead through, which wreaked havoc on the land. Tirbanished the Tealeaf tribe. Those same Tealeafs that plague Deregal to this day.

Today, the rotation is only 19 years break, the system works. Each tribe has their own travel and ruling system, but the social contract keeps the hordes of the dead back.

“Countries of Ryrin: Chapter 5” by Fieron

Chapter 5: Deregal and Orkgar

Capital: Darat
Population: 13 million (30% human, 20% high elf, 13% half-elf, 10% tealeaf, 10% orc, 5% half orc, 5% gnome, 7% other.
Denonym: Dereges
Government Type: Magocracy, Noble Council
Other Cities of Note: Kerash(Port City near Sentia/Joren border)

Deregal was home pre-Dragon Wars to the second largest dragon city and was the center of magical research. After the war, this trend continued with Deregal quickly becoming the foremost leader in magical research and standardization. The second largest battle took place in Deregal, the death of so many dragons leading to chaotic magic, and more importantly, an abundance of mana crystals. These mana crystals are one of the Deregals major export and are used in everything from potions to the massive teleportation Gates.

Since its founding soon after the War, Deregal has been ruled by the most powerful mage. There is a Council of Nobles who can overrule this Magarch. The title of Magarch was a lifetime job, though most step down after finding a suitable replacement. The Magarch can declare a successor, but it has to be confirmed by the Council. In the place of no successor, the Council itself elects one.

In the year 2100, Deregal found itself under attack by the nearby ally of Joren. The current Magarch, MagarchOrthanir, was desperate to form a defensive army against Joren’s formidable Drak’ai, or War Mages. To attain this goal, he made an infamous deal with the orc and ogre tribes to give them their own land if they fight in his army. Unfortunately, Orthanir underestimated these races, and withdrew his offer after Emperor Ragath was defeated. This betrayal lead to much of the antagonism between humans and orcs in the following years, as well as to the eventual Orkgar Revolution in 2200, a date chosen for its symbolic hundred years after the betrayal.

The Orkgar Revolution was a nearly  bloodless revolution. The orc and ogre tribes rebelled against Deregal. The Magarch Hallyn immediately began talks with the orcish leaders. Talks went south when it was discovered that King Mareth of Joren was funding the rebels with war supplies. Many feared that the orc and ogre tribes would take their rebellion in a bloody direction. Skirmishes broke out along the borders, but Hallyn stood fast in her conviction to make peace and hear out these rebels. After months of discussion and concessions, Orkgar was formally acknowledged as a country. Deregal retained the rights to free travel through the country, as the major land route to Sentia and Joren passed through these lands.

Only being 35 years old, it is unknown what effect the country of Orkgar will have on the world at large. As such, it won’t be getting its own chapter. They established a capital city of Orgrin at an ancient meeting place where previously the Tribes gathered during the summer solstice. Now, representatives from all of the Tribes use this newly formed city as a formal capital and meeting place for foreign diplomats and traders.

Capital: Orgrin
Population: 4 million (50% orc, 15% ogre, 10% orc-blooded, 10% human, 5% Halfling, 5% goblin, 5% tealeaf, 5% other)
Denonym: Free <race>
Government Type:Tribal Leadership
Other Cities of Note:

“Countries of Ryrin: Chapter 4” by Fieron

Chapter 4: The Veil, or Manifesta

Capital: Manifesta
Population: 3 million (60% ghosts, 40% living)
Denonym: N/A
Government Type: Council of Elders
Other Cities of Note: Last Port

The large island off the southern coast of the continent is house to one of the most unique cities in the world. Manifesta is layered, with the city itself surrounded by a massive stone wall covered in intricately carved and glowing runes, which is surrounded by massive Spirit Trees with trunks as big around as large villages, which is in turn surrounded by miles and miles of desert.

Manifesta is often called the City of the Dead, because it is one of only two places where ghosts can manifest completely into the material realm. These are no wailing spirits twisted by regret either. These ghosts are in perfect control, and “live” fairly normal lives. It is unclear why some souls stay behind, while others pass on to the Veil. Most of the living within the city are family members who have sought out dead relatives.

One of the lesser known oddities of Manifesta is one that the living rarely even know exists. Below the city is a place called the Stalactite, where only ghosts are allowed. This is not a law, but a physical requirement in most cases. The walls of the city continue underground, creating a vast cave with walls barely visible in the gloom, and the bottom completely lost in the dark. Common thought is that this well is bottomless, since any attempts to discern an end have met with failure. Growing down from the ceiling of this bottomless well are huge stone structures that look like stalactites, hence the name. These stone cones have been hollowed out and exist as housing for the many ghosts existing there to avoid the living. There are no roads or paths between the cones, as all ghosts can easily fly. This, in fact, is the most difficult part for the living.

The tallest structure is known as the Downside Castle, and houses the government of Manifesta, a Council of Elders made up entirely of ghosts. The government overall is pretty laissez fair compared to most countries. The Elders don’t invoke many rules upon the city other than the minimum to keep order within the city like no murdering the living, no stealing, and the like. The Downside Castle is one of the only stalactite with pathways leading from within the city, since the living occasionally need to visit. Many of the guards and servants of the Downside Castle are graveborn or other corporeal undead who seek work away from the living.

“Countries of Ryrin, Chapter 3” by Fieron

Chapter 3: Gnoferis

Capital: Frankalashitaran (Frank)
Population: 13 million (50% Gnome, 10% Nousen, 10% Human, 8% Halfling, 7% dwarf, 5% Culus, 5% High Elf, 5% Other)
Denonym: Gnoferim, or Gnofers derogatorily.
Government Type: Council of 27
Other Cities of Note: Boberandalen (Bob)

Another country I am hesitant to write about, Gnoferis was one of the earliest modern countries to be formed, around the same time as Deregal. Their rivalry began then and has continued ever since. While Deregal emphasizes magic above all else, Gnoferis takes a technological approach. It is too early to tell if the newly founded Trinity University will manage to wrestle control of technological advancements from the state-controlled Inventors of Gnoferis. From common castor guns to advanced grenades, all modern technology comes from Gnoferis.

The government of Gnoferis is also an interesting one, since it is entirely made of gnomes. At least, outside of the military that is, where created Nousen and Culus serve. The ruling powers are the Council of 27, an enigmatic group of gnomes who come from lineage dating back to the founding of Gnoferis. The Council directly controls the State Inventors, who are used to stop uprisings and invasions.

 

Holiday Sale 2016

Ultimate Sentia Arena Box **Holiday Sale: $15 off (27% off!)

Sentia Arena (Just base game) **Holiday Sale: $10 off (28%)

Lost Chrononaut **Holiday Sale: $3 (12%) off!

Damage Reduction

So far in Apprentice, we have DR for each elemental/damage type, as well as DR(all) and DR(spells).

That last one is an awkward one. What counts as spell damage? Do psionics or ninjutsu, which say they are treated as spells for “feats and abilities”? In that case, inventor’s grenades have that wording too. Do normal grenades? What about dragon’s breath, since they are magical in nature?

One elegant design is to replace DR(spells) with DR(elements) with the physical equivalent being DR(weapons). This makes it perfectly clear which DR to use. Fire damage? Fire>Elements>All. Piercing? Piercing>Weapons>All. It even makes choices like using a flaming sword or a bashing spell stand out more. 

One big problem with this is actually sources. I give DR(spells) to Drow because they are resistant to magic. If we use DR(elements) then they are resistant to castorguns(fire damage) and dragon breath, but not magic water hitting them(usually bashing)?

If I take Spellbreaker armor, it feels weird to protect against non-spell sources of elemental damage, and not all spells. 

I am still undecided about which method I prefer. Any thoughts?

Ryrin Tactics Print and Play

If you were wanting to try out Ryrin Tactics we have a way you can do that now.   Just print these out. g4174maps

Here is a version of the rules which have been modified to match the print and play demo version.

Setup

For this game you will need dice, it doesn’t really matter what type of dice, but D6s work well.
Also something to track HP on your units; pennies, dice, paper, anything will work.

Cut out the unit cards and the unit tokens.  I suggest folding in the sides of the tokens so they are not flat and they will be easier to play with.

Shuffle the 9 map tiles together and give each player 4 of them, then place the last tile face up in the middle of the play area, this will be the start of your map building, which will come after the unit draft.

Shuffle the 12 unit cards together and then place 4 of them face up,  the first player gets to pick one and then a new card is revealed to replace it,  then the next player picks a unit.  This continues until each player has 3 units.

Now the first player places down one of their map tiles touching an edge of the piece already there.  The next player places one of their tiles touching any edge of another map tile.  This continues until all nine map tiles are placed.   For this demo the map is limited to a 3×3 do not build outside of that size.

Now the first player places their units on a tile that is one the side closest to them, and the other player does the same.

Game Play

Each turn you have a move and an attack action. You can trade your attack action to get an extra move action, but not the other way around.
A move action lets a unit move up to a number of squares based on its Speed stat.
An attack action can be used if an an other unit is within range of your unit. If this happens you roll dice equal to your attack stat, and the target of your attack rolls dice equal to its defense stat. A Star on the dice represents a success. Each Success on the defender’s dice will cancel out one of the attackers Successes. Then the defender takes damage(Loses HP) equal to the amount of attack successes left over. If a unit ever runs out of HP, that unit is removed from the battle.

Reading the card.

In the top right of a card you will see it’s Type, which is the round and color coded emblem with another emblem below it.  The top one is that unit’s type, the bottom one that is partially covered is what that unit’s type is strong against.  If that unit is attacking a unit that it is strong against it rolls an extra Attack dice.

Att: is a units attack stat and is how many dice you roll when attacking. Successes on the dice take away enemy HP.

Def: is a units Defense stat and is how many dice you roll when attacked. Successes on the dice take away Attack successes.

Rng: is a units attack range and it is how close an enemy must be for you to attack them, you must count around impassable terrain but not enemy units. You can attack through both enemy and ally units without penalty.

Spd: is a units speed stat and it is how far a unit can move with a move action, when moving you can move through allied units but you must go around impassable terrain and enemy units.

HP: is a units hit points, this represents how much damage they can take before being removed from the battle.

The last important thing on the card is the text in the bottom right This text describes a units special ability, and is a very important part of what makes a unit strong.

Reading the map.

The maps available in this demo only have two different symbols on them.  Difficult terrain and impassable terrain.

Difficult terrain is the triangle, and to move one of your own units into these squares cost two points of movement.  This extra cost is only when entering the area.

Impassable terrain is the square, this area cannot be moved into or through.  it can also not be attack through, so you must count around it for your ranged attacks.

 

If you would like to look at the original rule book you can do so here. http://www.ryringames.com/wp-content/uploads/2016/10/Ryrin-Tactics-Rule-Book.pdf

Announcement! Ryrin Tactics Kickstarter

The Ryrin Tactics kickstarter is launched.  If you are interested in helping us make an awesome drafting tactics board game then you should check it out!

Ryrin Tactics

open-boxRyrin Tactics is a game where you  build an army out of over 50 units, then you shape the battlefield as, lastly you must use you units wisely as you battle until all your opponents fall.  Are you ready for Ryrin Tactics?

This game features quick battles that last about half an hour.  It is easy to learn, but has a lot of depth when it comes to drafting a good army and making tactical decisions.  This game has beautiful art in the style of old school RPGs, and a ton of replay value.

Below I go over how each phase of the game will happen.  A link to the complete rule book is at the bottom of this page.

 

unitsDrafting.
The drafting phase takes place after each player draws 4 map tiles and gets to look at them.  Then you shuffle the unit deck and deal out 6 units face up, each time a player picks a unit, a new unit is dealt out to replace them.

Drafting your army is a very important step in this game, each unit has a special ability and 5 stats; HP, Attack, Defense, Speed, and Range.  it is helpful to have an army comprised of units who shore up each others weaknesses.  It is also helpful to look at what your opponent is drafting, look for any weaknesses you can capitalize on.  Did they pick mostly fire units?  Grab a few Air to counter.  Did they grab a bunch of slow tough units? Grab somebody who is fast with some range.  usually the biggest thing about a unit will be its special ability though so be on the lookout for some that will combo well with what you already have, or punish your opponents choices.  Don’t forget about to think about the 4 map tiles you have.  If you have map tiles with a lot of difficult terrain, it might be helpful to pick units who can ignore them in some way, with range or special abilities.

mapsMap building.
The map building phase is when each player lays out a map tile that must be touching another map tile(except the first tile). this continues until each player runs out of tiles.  Then going in order each player will draw a new tile and place it on the map to fill in any rows or columns that are not filled in.  Afterwards each player places their units, the first player places all their units first, each unit must be touching another unit and at least one unit must be touching an edge of the map, on their side of the board, this continues until all players have placed their units.

Your goal is to create a map that works well with what units you have.  watch out for player who may be trying to create choke points to protect their units.

 

Battle.pre-battle
Each turn you get a move and an attack action.  You can use your attack action to move.  When an attack is made you choose a unit that is within one of your unit’s Range, then you roll dice equal to your units Attack, and the opponent roll dice equal to their Defense.  Defense Successes cancel out Attack Successes then the defender takes damage equal to the number of Attack Successes left over.  Move and attack with your units until only one player has any units remaining.

Pay attention to unit’s special abilities and make sure to take full advantage of any type advantages you might have.  Try not to lose any units, this might sound obvious, but it is better to have 3 units at 1 HP than it is to have 1 unit at 3 HP.  This is true in most cases.  If you need to do a full retreat don’t forget you can use your attack action to move again, it could even be the same unit.

 

That is pretty much the game in a nutshell, other important information is that there are 54 units each with beautiful pixel art, and 36 map tiles so that each game will be extremely different. If you wish to check out the official Rule book you can do so here. http://www.ryringames.com/wp-content/uploads/2016/10/Ryrin-Tactics-Rule-Book.pdf

There is also a game play video

 

Ryrin Tactics Update

Ryrin Tactics is pretty much all done, all the art is in place, and everything is on The Game Crafter.  Now we are just waiting on our test copy so we can make sure all the art looks good on the final product.  We will continue to balance test, but I highly doubt any thing is gonna have any major changes, it felt pretty good pretty much every time we played in the current build.   I will let you all know when we get our copy and then I will think about starting a kickstarter to get a big sale going on the game,  and to promote it.

Create Account