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Firebrand
Firebrand
by Towercap Games (2012)
Player Count
2 to 6

Player Ages
12+

Playing Time
45 minutes
Categories
  • Fantasy
  • Wargame
  • Miniatures
  • Book
  • Mechanisms
  • Action Point Allowance System
  • Variable Player Powers
  • Dice Rolling
  • Scenario / Mission / Campaign Game
  • Rating: 0/10 from 0 users

    Description

    Demons visit the planet of Edell in the guise of gods and goddesses. They plot to twist the laws of this world to serve their kind. Four demons compete for the loyalty of Edellian people. Their followers, divided by their allegiance to one of the four, strive to bring about their patron’s dominion. A secretive order of knights-hexer works to weaken the churches and stop the demonic invasion.

    The Game
    Firebrand is a tabletop game based on the award-nominated Song of Blades and Heroes. It aims to deliver consistent and intuitive gameplay with an original and engaging setting.

    Features
    • Setting. Firebrand presents an unconventional fantasy world where nothing is as it seems. Take up the cause of one of four theocracies and fight for its patron demon’s dominion, or join the ranks of the knights-hexer and protect humanity from its own saints.
    • Map-based campaigns. Firebrand introduces a map-based campaign where each region will provide the player with different benefits. For example, capturing a town with a knightly order will allow you to enlist heavy cavalry, a village with a college of magic will let you hire a mage, and so on.
    • Orders. A new system of orders allows soldiers to retain cohesion and act as a single unit on the battlefield. Heroes and soldiers alike fall in line to march, charge and fire volleys when ordered.
    • Siege equipment. Cut swathes in enemy ranks using catapults and ballistas, dig trenches to funnel your opponent into explosive traps and strengthen your spell-casters by bringing solar furnaces to the battlefield.
    • Detailed magic system. Wizards, necromancers and telepaths will join your company, bringing with them spells beyond those available to an ordinary mage. The wizard will rain fire and lightning from every direction using powers of teleportation. The necromancer brings your opponent’s own soldiers back to life and places them under your control. The telepath subverts those yet living to your will.

    —description from the publisher

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