RULES LIGHT, FLAVOUR HEAVY
The streamlined rules support a campaign of exploration, where you traverse your own hex-mapped realm filled with myths, each slowly revealing their omens as you journey through their land. The book comes with 72 of these Myths, enough to know there's always a new surprise hidden in the woods.
Hex-crawling, domain management, ageing, exploration, and mass battles are all handled through fast, streamlined mechanics.
The rules of Mythic Bastionland are fast-paced and rules-light, encouraging creative problem solving and decisive combat. The game is perfect for groups of 1-5 players, plus a Referee, and is designed for both ongoing campaigns that span seasons and ages, and fast-paced one-shots that focus in on a particular adventure of a company of knights.
DECISIVE COMBAT
Nobody ever rolls to hit. You go straight to the damage roll. Every turn you decide to stay in the fight matters.
Use the new Gambit system to push enemies, splinter shields, drag them down from their steeds, and deftly reposition yourself. As Knights you also use Feats to Smite for extra damage, Focus on the perfect tactical manoeuvre, or Deny the strongest attacks of your foes.
This all sits on top of the same lightning-fast combat system familiar from Into the Odd.
A PAST THAT NEVER WAS
Mythic Bastionland is inspired by British folklore, Arthurian legends, and our own myths of the medieval era. I'm especially interested in the lies we tell about history, whether by misconception or design.
Just as this game was written in 21st Century Britain, this world was born from the stories told in Industrial and Electric Bastionland.
A past that never was, brought to life, and a place that you can visit if you know the way.