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November 28, 2017

Savage Planet: A closer look at Legacy abilities!

Arguably the most important cards in Savage Planet: The Fate of Fantos, the Legacies act as a Citadel’s managers throughout the game by completing actions, activating abilities, and paying for Labor. Six races of beings live together on the planet, and the Legacy Deck is made up from an even selection of characters from all six, for a total of 48 Legacies. To start the game, every Citadel takes turns hiring 3 Legacies of their choice from the Legacy Pool, and they will get the chance to hire more at the end of their turns throughout the game. As a Citadel, you may either task your hired Legacies to a Fantos Action during your turn (using their Fantos Stats, as noted on the top left of the Legacy cards), or task them to their abilities during any Citadel’s turn, as long as it is during the phase specified by the Phase Condition, as noted on the bottom left of the Legacy cards. (A small number of Legacies possess “native” abilities that do not require tasking; these can be very helpful.) Make your Legacy hires thoughtfully, manage them well, and you will set your Citadel up to win the favor of Zodraz at the end of the game!

Here is a closer look at each of the Legacy cards (click on the images to view them larger):

THE FERAL

As the planet’s indigenous race, the Feral existed in peace with Fantos for millenia. Iridium was mined out of necessity, not greed. When the Tempest opened and introduced the Cult to the planet, these newcomers saw weakness and opportunity. Shirazad, the queen of Fantos, sent her Vizier to broker an uneasy alliance with the Cult. Driven by greed and power, the Vizier betrayed his people, selling them to The Cult as Iridium-mining slaves. Over time, a deadly gas from the Iridium Fields blanketed the Feral Citadel. Those that survived faced horrible deformities and mutations.

Notes about the Feral Legacy Character Abilities:

Freeman – Cancel any Harvest. This ability may be activated during any Citadel’s Fantos Action Phase, if Harvest is declared, and if the Freeman is not already tasked. (Note: The second sentence on the card pictured above will not be included in final printing; instead, cancelled actions will be further clarified in a rule book entry.)

Highwayman – Steal Labor from another Citadel. This ability may be activated during any Citadel’s Secondary Action Phase, if the Highwayman is not already tasked. The Highwayman’s Citadel chooses which Citadel to target. If you already hold 5 Labor cards in-hand, you must choose one to discard before stealing.

Gravedigger – Bury the Legacy Pool in uncertainty. This ability may be activated during any Citadel’s Secondary Action Phase, if the Gravedigger is not already tasked. The Gravedigger’s Citadel chooses how to rearrange the cards currently in the Legacy Pool, face down, and future hires of those cards will be “blind.” As hires are made, new additions to the Pool are placed face up, as normal.

Vizier A Vizier’s advice is very valuable; once hired, a Citadel will go to great lengths to keep one around. This ability is native, and a depleted Vizier is disabled until revived by its Citadel during its Hiring Phase (this will be added onto the final version of the card).  If you hold a depleted Vizier, you may choose to revive it in addition to hiring a Legacy from the Pool during your Hiring Phase. If you choose not to revive your Vizier, it is moved to the Legacy discard pile at that time.

Shirazad – The Feral Legacies remain faithful to their Shirazad. This ability may be activated at any time, instantly, if the Shirazad is not already tasked. It can be used to untask your own or another Citadel’s Feral cards, or both, depending on your strategy and which hired Legacies are currently tasked. (For instance, it can foil another Citadel’s Fantos Action plans, as Legacies cannot be re-tasked to the same action.)

Mercenaries – Bring extra Iridium strength to War. This ability is native, but may only be used when the Mercenaries are tasked to War, either on offense or defense.

Executioner – When the Executioner duels, someone dies. This ability is native, but it is only activated when Executioner is involved in a Duel during any Citadel’s Secondary Action Phase. If Shard currency remains with the loser after paying out damages, the remaining Shards are transferred to the Trove when the losing Legacy is discarded.

Brigands – A Tribute has been selected, Shards have been paid, and the Brigands are drawn to the spoils. This ability may be activated during any Citadel’s Fantos Action Phase, if a Tribute action is completed during that phase, and if the Brigands are not already tasked.

THE CULT

The Cult are clever reptilian creatures from another dimension. They came to the Savage Planet through a swirling whirlpool called the Tempest that created a one way portal from their world to Fantos. When they entered the portal they believed they were transcending, and when they came out they were reborn. Now they worship the Tempest and wish to possess all the Iridium on Fantos in order to share the glory with all.

Notes about the Cult Legacy Character Abilities:

Sheriff – A Tribute has been selected, and the Sheriff requires the payment of a bribe to keep the peace. This ability may be activated during any Citadel’s Fantos Action Phase, if a Tribute action is completed during that phase, and if the Sheriff isn’t already tasked. The Sheriff’s Citadel chooses which Legacy, from any Citadel, to target.

Villein – Drum up more help for a Citadel, or foil another Citadel’s plans. This ability may be activated at any time, instantly, if the Villein is not already tasked. The Villein’s Citadel chooses which lower-cost Legacy, from any Citadel, to untask.

Spy – Gain inside information about Labor available to another Citadel. This ability may be activated during any Citadel’s Secondary Action Phase, if the Spy is not already tasked. The Spy’s Citadel chooses which Citadel to target.

Priestess – Legacies are seduced by the immaculate words of the Priestess. This ability may be activated during any Citadel’s Secondary Action Phase, if the Priestess is not already tasked. The Priestess’ Citadel chooses which Legacy, from any Citadel, to target.

Countess – The Cult Legacies are always beholden to their Countess. This ability may be activated during any Citadel’s Secondary Action Phase, if the Countess is not already tasked. The Countess’ Citadel chooses which Cult Legacy, from any Citadel, to target.

Reeve – The best harvests require well-planned administration and leadership. This ability may be activated during any Citadel’s Fantos Action Phase to affect the Harvest score, if Harvest is declared, and if the Reeve is not already tasked.

Bishop – The Bishop can sense another Legacy’s weakness. This ability may be activated during any Citadel’s Secondary Action Phase, if the Bishop is not already tasked. The Bishop’s Citadel chooses which Legacy, from any Citadel, to target, if it meets the 1 Shard requirement.

Bailiff – Arrest a Legacy without cause. This ability may be activated at any time, instantly, if the Bailiff is not already tasked. The Bailiff’s Citadel chooses which Legacy, from any Citadel, to target. (More info on what it means to “Disable” a Legacy will be in the final rule book.)

THE MARKED

The Marked are a powerful race from a nearby planet. They did not come to Fantos by choice, but were kidnapped, branded, shackled, and enslaved by the Cult. The Cult’s plan was to have them work the Iridium fields for them, but on the journey back to Fantos, the Marked broke free and took over the ship. Not knowing how to pilot it, the Marked crashed into mountainous forest area of Fantos and have made their home there.

Notes about the Marked Legacy Character Abilities:

Quarryman – Gain extra defense from well-quarried stone. This ability is native, but it may only be used when defending your Citadel in War, and only if Quarryman is not already tasked.

Gong Farmer – Sacrifice Gong Farmer to pay for valuable Labor. This ability may be activated at any time, instantly, if Gong Farmer is not already tasked. When discarded, Gong Farmer’s Shard currency is transferred to the Trove.

Knight – The Knight is well-trained in the art of dueling. This ability is native, but it is only activated when the Knight is involved in a Duel during any Citadel’s Secondary Action Phase.

Chieftan – Combine the Chieftan’s War and Tribute Stats to help him become Reigning Tribute. This ability may be activated during any Tribute action (even the special Tribute forced by the “Ides of Zodraz” Trial), if the Chieftan is tasked to the Tribute and possesses more than 2 Shards of currency.

Blacksmith – Provide quality weapons for Marked soldiers. This ability may be activated during any Citadel’s Fantos Action Phase to affect the War score of other warring Marked Legacies, from any Citadel, if the Blacksmith is not already tasked.

Bowman – Repay the Bowman for the arrows used to help win a War. This ability is native, but it is only activated when the Bowman is tasked to War, either on offense or defense, and its Citadel wins. Bowman will receive 1 Shard of the winnings to use as currency, rather than all of it going to the winning Citadel’s reserve.

Apiarist – Bees help make a harvest more productive. This ability is native, but it is only activated when the Apiarist is tasked to Harvest.

Beast Ward – Beasts bring additional strength to battle. This ability is native, but it is only activated when the Beast Ward is tasked to War, either on offense or defense. 

THE ENLIGHTENED

The Enlightened do not know where they come from, nor do they know why they are living on Fantos. They have no memory of their past. What they do know is that they are not of the living or the dead. They are androids made in the form of elves, and they wish to find their creator. They are constantly searching for clues to their origin and believe their story is buried somewhere in the native history of Fantos.

Notes about the Enlightened Legacy Character Abilities:

Cook – Provide nourishment to Legacies. This ability may be activated during any Citadel’s Secondary Action Phase, if the Cook is not already tasked.

Marquis – Control other Enlightened Legacies. This ability may be activated at any time, instantly, if the Marquis is not already tasked.

Chirurgeon – Bring a Legacy back to life with surgery and magic. This ability may be activated during any Citadel’s Secondary Action Phase, if the Chirurgeon is not already tasked.

Sperviter A flying machine provides sneak attacks on other Citadels. This ability may be activated during any Citadel’s Secondary Action Phase, if the Sperviter is not already tasked.

Sapper – Sacrifice the Sapper to commit an assassination. This ability may be activated during any Citadel’s Secondary Action Phase, if the Sapper is not already tasked. The Sapper’s Citadel chooses which Legacy, from any Citadel, that it will pay to discard, and that Legacy’s Shards, along with the Sapper’s and the Shards spent for the assassination, are transferred to the Trove.

Vintner – The Vintner’s potent wine distracts the Reigning Tribute. This ability may be activated at any time, instantly, if the Vintner is not already tasked.

Alchemist – Concoct an elemental potion to control another Citadel’s Fantos Action. This ability may be activated during any Citadel’s Secondary Action Phase, if the Alchemist is not already tasked.

Chandler – Distract a weak Legacy with oil and candles to ward off the darkness. This ability may be activated at any time, instantly, if the Chandler is not already tasked. The Chandler’s Citadel chooses which lower-cost Legacy, from any Citadel, to target.

THE HOLLOW

The Hollow are gaseous Iridium vampires who travel the cosmos sucking up Iridium gas wherever they find it. When they discovered Fantos and its Iridium mines, they made a home in the northern ice mazes. Most of the other races do not care much for the Hollow; they find them to be parasitic and untrustworthy.

Notes about the Hollow Legacy Character Abilities:

Drayman – Tempt another Citadel to part with some of its Shards. This ability may be activated at any time, instantly, if the Drayman is not already tasked. The Drayman’s Citadel chooses which Citadel to target.

Mummers – Acting together, the Mummers lend aid to another Hollow Legacy. This ability may be activated at any time, instantly, if the Mummers are not already tasked. The Mummers’ Citadel chooses which Hollow Legacy to help, from any Citadel. The addition of the Mummers’ Fantos Stat must match the Fantos Action that the other Hollow Legacy is performing. (In other words, the Mummers won’t aid another Hollow in Harvest, only in War or Tribute.)

Diver – Well-practiced in pick-pocketing, the Diver is quick to target recently enriched Citadels. This ability may be activated during any Citadel’s Fantos Action Phase, if Harvest is completed by the active Citadel, and if the Diver is not already tasked.

Baroness The Baroness delights in motivating duels. This ability may be activated during any Citadel’s Secondary Action Phase, if the Baroness is not already tasked, and if you have another untasked Legacy with which to duel.

Astrologers – Using their powers of deduction, the Astrologers can predict the future. This ability may be activated at any time, instantly, if the Astrologers are not already tasked. The Astrologers’ Citadel decides which die roll to affect.

Colporteur – While traveling around Fantos selling books, the Colporteur often comes across valuable laborers discarded by their Citadels. This ability may be activated during any Citadel’s Secondary Action Phase, if the Colporteur is not already tasked. If you already hold 5 Labor cards in-hand, you must choose one to discard before taking a Labor card from the discard pile.

Arbalester – A powerful crossbow damages other Legacies from afar. This ability may be activated during any Citadel’s Secondary Action Phase, if the Arbalester is not already tasked. The Arbalester’s Citadel chooses which Legacy, from any Citadel, to target.

Apothecary – Sacrifice Apothecary to concoct a medicinal potion, restoring health to another Legacy. This ability may be activated at any time, instantly, if the Apothecary is not already tasked. The Apothecary’s Citadel chooses which Legacy, from any Citadel, to heal from the Trove.

THE OVERSEERS

The Overseers are protectors of the cosmos and are in service to the Cosmic Warden, Zodraz. Not much is known about them, but it is believed they were carved by Zodraz from the purest Iridium in all existence and were brought to life using the power harnessed from 1,000 black holes. Granted extraordinary capabilities such as flight and telekinesis, all of the Overseers possess unique abilities that range from weather control to telepathy.

Notes about the Overseers Legacy Character Abilities:

Sacristan – Saving on Labor requires less sacred Iridium to be wasted. This ability is native, but it is only activated when the Sacristan pays for Labor, which cannot take place if it is tasked to an action before paying.

Troubadour – The Troubadour’s dulcet tones lull the cosmos into providing extra aid. This ability may be activated during any action or ability involving the Shard die, instantly, if the Troubadour is not already tasked. The Troubadour’s Citadel decides which die roll to affect.

Pioneer – War may not be aided by Labor if the Pioneer proclaims it to be so. This ability may be activated during any Citadel’s Fantos Action Phase, if War is declared, and if the Pioneer is not already tasked. Any “attached” Labor played during this War is also affected.

Navigator – An untasked Navigator helps its Citadel stay on course. This ability is native, but it is only activated if the Navigator is one of your hired Legacies, and it is untasked when your turn ends. (In other words, you may either try to keep your Navigator untasked throughout your Citadel’s entire turn, or you may untask it before your turn ends by paying for applicable Labor with, or using the applicable ability of, another one your untasked Legacies.)

Herzog – The ancient cosmic nobility of the Herzog allows it to mimic another Legacy’s ability. This ability may be activated at any time, instantly, unless the Herzog is already tasked to an action unrelated to a native ability. The Herzog’s Citadel chooses which Legacy ability to copy, from any Citadel. The mirrored Legacy must be currently hired (not in the Legacy Deck, Pool, or discard pile), and it may be in either the tasked or untasked position (but not disabled). The mirroring of the ability is exact, so the Herzog must act as the Legacy that is being copied. (For instance, if the ability requires tasking and spending, Herzog must be tasked to the ability and must pay the required Shard[s], etc.)

Merchant – The Merchant’s commerce activities negate a Citadel’s Labor. This ability may be activated during any Citadel’s Secondary Action Phase, if the Merchant is not already tasked. The Merchant’s Citadel chooses which Citadel to target.

Famulus – Aid comes in the form of an additional Fantos Action performed by the Famulus. This ability may be activated during your Citadel’s Fantos Action Phase, if the Famulus is not already tasked. The Famulus may be sent, alone, to either War or Harvest (your choice), in addition to any other Fantos Action taken by your other Legacies during your turn.

Astronomer – Studying the stars and the movements of celestial bodies aids the Overseers. This ability may be activated during any Citadel’s Secondary Action Phase, if the Astronomer is not already tasked. (Note: 1 Shard is NOT awarded to the Astronomer, only to all *other* currently hired Overseer Legacies, at every Citadel. This will be clarified on the final printing!)

November 8, 2017

Savage Planet: A closer look at the Trials!

As you are playing Savage Planet: The Fate of Fantos, you will come across various Trials sent by Zodraz to test the Citadels of Fantos. At least one Trial card must be drawn per round (by Player One), but usually at least 3-4 will appear during any given round, depending on Harvest choices and results. A maximum of three Trials may be in-play at any one time, and they must be drawn and played one at a time. If a new Trial needs to be drawn when three are already in-play, one must be removed before drawing (by either the active Citadel or the reigning Tribute, if there is one).

There are two main types of Trials: Diplomacy and Cosmic. The majority are Cosmic Trials (including Zodraz himself). These include specific instructions on how to handle them, and either remain in-play or are removed immediately after taking effect. Diplomacy Trials force a voting situation among all Citadels and will always feature the Diplomacy artwork. These will either take effect and remain in-play, or be removed immediately, depending on the result of the vote.

TIERS: Each Trial card has a key of bright blue dots at the bottom right corner of the art, which specifies its tier. When you are setting up the Trials Deck for your very first game, it is best to follow this tiered system. First, shuffle the five Tier 4 Trials together (including Zodraz) and place them face down at the bottom of the deck, then shuffle the three Tier 3 Trials together and place them face down on top of the Tier 4 Trials, etc, continuing up to Tier 1 on the top of the deck. Building the deck this way will help beginners learn to play without being overly tested by the Trials right off the bat. Then, as you master the game play, you can choose to adjust the difficulty level by shuffling Tiers 1&2 together, then Tiers 1-3 together, etc. You can also lengthen or shorten the game depending on how you set up the Trials Deck; lengthen by placing Zodraz with in the last 3 Trials (instead of 5) – or even just save him for dead last – and shorten by removing some Trials.

Here’s a closer look at each of the Trials:

Sometimes Citadels need a little extra help…but will they get it? If it is voted into play, the Stimulus Diplomacy Trial will allow extra Labor to be taken into a Citadel’s hand (for a fee, of course!) for as long as it remains in-play. Keep in mind that it doesn’t alter the hand limit of 5 in any other way; for example, if you gain an extra Labor card in some other manner (like, stealing from another Citadel by using Labor or a Legacy ability), you must choose another from your hand to discard if you are holding 5 or more cards at the time.

Over harvesting has caused you to momentarily forget your greed! Iridium Dementia is a Cosmic Trial that stays in-play unless it is removed when space needs to be cleared for more Trials. And, yes, if more than 2 Citadels are tied for the least Shards in their reserves, the one with the most still must give each of them 1 Shard!

Will the Citadels of Fantos vote to allow overtime during Harvest? If the Overtime Trial is voted into play, each Citadel will have a chance to add a little to their Harvest totals for as long as it remains in-play…but the extra roll requires an extra Trial to be drawn in return, so be careful! Also of note: the extra roll does not apply to each harvesting Legacy, only to the harvest itself.

Sometimes the best hires are made sight unseen! If you are displeased with the choices offered up for hire in the Legacy Pool, the Dark Unions Trial, if voted into play, will allow you to take your chances with the top card of the Legacy Deck instead, for as long as it remains in-play.

Chaos descends onto Fantos with this Cosmic Trial! While Riot is in-play, any hired, untasked Legacy may challenge any other Legacy to a Duel during each Secondary Action Phase. The chance to Duel comes in “resolution order,” as with other Secondary Actions: the active Citadel has the first chance to declare a Duel if it wishes(and has an untasked Legacy with which to declare), then the Citadel to its left has a chance, continuing around the table until all Citadels have completed any Secondary Actions they wish to take.

The Black Tongue marks the mouths of the Iridium hoarders! This Cosmic Trial takes immediate effect when drawn, but is removed from play when completed. However, if your Citadel has the most Shards in its reserve, your Legacies will suffer…and if you have any Legacies with only 1 Shard, they will perish from the disease!

A terrible flu plagues the citizens of Fantos! While the Cosmic Trial is in-play, the Iridium Fever will target your hardest working Legacies. Be careful about who you task to actions while the fever rages, as any tasked Legacies that only possess 1 Shard will perish at the end of your turn!

Et tu, Zodraz? The Ides of Zodraz is a Cosmic Trial that forces a “special” Tribute action. This means that, first, the Legacy that is acting as the current Reigning Tribute (if there is one) is relieved of its powers and disabled (more information about what “disabling” means will be in the final rulebook). Then, each Citadel is forced to choose one of their Legacies to participate in a forced Tribute action. It is “special” because you MAY choose a previously tasked Legacy to nominate. If you choose to participate with one of your Legacies that has previously been tasked to something else, it simply remains tasked; if it is currently untasked, it must now be tasked to the Tribute action. After a new Tribute is chosen, the Trial is removed from play.

The best laid plans go up in flames! A Cosmic Trial that takes effect immediately and then is removed from play, Scorching Rain can definitely ruin your day on Fantos. It resets all Labor and can change the course of the game, depending on which Citadel draws it and when!

Are you hoping to get revenge on the Citadel to your right because its Legacies keep attacking you? Well, now’s your chance! If the Bad Blood Diplomacy Trial is voted into play, the War action is now directed at Citadels to the right (instead of the usual left), for as long as it remains in-play.

The riots and plagues have wreaked havoc on hired Legacies! Vote the Reinforcements Trial into play to help Citadels that have lost Legacies and need to hire more to keep themselves competitive. This will allow any Citadel with less than 2 Legacies an extra hire during their Hiring Phases, for as long as this Trial remains in-play.

Many Shubs and Zulls will be roasted this day! If you have been hoarding Iridium, the Slores will find out and consume your excess. A Cosmic Trial that stays in-play unless removed to make space for a new Trial in the future, the Slore Frenzy may help to even the playing field…depending on how long it stays in-play!

An ancient galactic evil has infested the Iridium Trove of Fantos, and it demands blood sacrifice! A Cosmic Trial that stays in-play unless removed to make space for another Trial in the future, the Maloroid is not to be taken lightly…consider your harvests carefully when it has set up residence in the Trove!

It is time for a culling, and the Kytu are ready! The hired Legacy possessing the most Shards (regardless of the Legacy’s starting value), must be surrendered to the Kytu when this Cosmic Trial is drawn. If one Citadel possesses two or more Legacies tied for the most Shards, the Citadel chooses which to discard. Luckily, this Trial is removed from play after it’s completed!

Your harvesting will be the death of you! A potentially devastating Cosmic Trial, the Astral Blight affects the Citadels who have chosen to hire Legacies with the highest Harvest stats, for as long as it stays in-play.

The Star Witch has arrived on Fantos and demands war! This is a Cosmic Trial that remains in-play for one round; it is removed from play after the Citadel that drew it completes its Fantos Action Phase, unless a Citadel or Tribute chooses to remove it before then to make space for a new Trial.

The Cosmic Warden approaches! As the ultimate Cosmic Trial, the appearance of Zodraz signals the final round of play. No new Trials may be drawn (even by Player One), but those that are currently in-play will still take effect, as applicable. Consider your final moves carefully, because after the Citadel that drew Zodraz completes its final Fantos action, Shard counts will be tallied and the new Ward of Fantos will be chosen by Zodraz!

 

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September 1, 2017

Savage Planet Art: Colors for Cosmic Trial Cards!

Recently, we showed off the preliminary sketches and inks for some of the new, unique art for the Cosmic Trial cards that will be included in every copy of Savage Planet: The Fate of Fantos. This new art was unlocked during the successful Kickstarter campaign for the game. Travis Watkins (head of Imp House Games) and Michael LaRiccia (the game’s artist) have been working together to finish up the art. Take a look at what they’ve created and keep your eye out for updated print-and-play files to be posted soon!

August 23, 2017

Savage Planet Art: Inks for Cosmic Trial Cards!

Recently, we showed off the preliminary sketches for some of the new, unique art for the Cosmic Trial cards that will be included in every copy of Savage Planet: The Fate of Fantos. This new art was unlocked during the successful Kickstarter campaign for the game. Travis Watkins (head of Imp House Games) and Michael LaRiccia (the game’s artist) have been working together to edit and clean up those sketches into more detailed pen and ink illustrations to convey the story of each Cosmic Trial. Here’s a look at some of them, and we will follow up soon with images of the final, colored art!

Remember, these inks are works in progress. Details may change as color is added:

August 9, 2017

Savage Planet Art: Sketches for Cosmic Trial Cards

During the successful Kickstarter campaign for our new card game Savage Planet: The Fate of Fantos our backers unlocked a “Stretch Goal” for new, unique art on all of the Cosmic Trial Cards. Over the past month, our fearless leader (Travis) has been hard at work with the game’s artist, Michael LaRiccia, to brainstorm and bring these images to life. For this first inside look at some of the new art in the series, we’re showing off these rough sketches, then we will follow up in the next few days with pen and ink details and a look at the final art!

Remember, these are preliminary sketches and brainstormed ideas. Details will change as ink and color are added: