project-image

Heroes of the Shire

Created by Senior Games

An turn based combat adventure RPG with a unique combat system with no dice rolling ⚔️.

Latest Updates from Our Project:

Update #36 - General Update & Hero Deep Dive
almost 4 years ago – Sun, Apr 03, 2022 at 10:09:29 PM

Hello all,

We hope you've had a great start to 2022. It's been a very exciting one for us here at Senior Games. We are nearing the end of the production stages with Heroes of the Shire. We have received some sample renders of 3D minis that we will be releasing next year in an expansion (renders at the bottom of this update). We've also booked our first exhibition/convention, which is the UK Games Expo that runs from Friday 3rd - Sunday 5th June 2022. We'll be there on stand 2-581 if anyone would like to come have a chat, see a demo or play our prototype. We have a few fun things planned for the event, like a world boss that will take the entire weekend to defeat. We would love to get our backers in on the action too, so we'll update our Tabletopia version of the game closer the convention time to include the world boss, with rules on how it will all work. Please note that we will be taking pre-orders during the convention, but rest assured that nobody will get a better price for the game than you guys. Without you guys we wouldn't have even made it to the convention, so this loyalty to our backers will be honoured. Moving on, in a more negative light, we are running a little behind on the game production. We're estimating around a 12 week delay, so we would like to apologise for that. We'd rather not rush the game, but spend that extra time getting the game right before we give it the go ahead for mass production. That's a super quick summary of how our first quarter has been going.

Pledge Manager Charging Cards

We will be locking in pledge manager orders and charging all cards on April 8th. We're around 76% of all pledge manager surveys completed now, so thank you to everyone for completing theirs. We will be locking in orders and billing cards more frequently for the remaining few backers who complete their surveys after April 8th. You will still be able to complete your survey after April 8th don't worry, but we urge you to complete it as soon as you can.

Hero Deep-Dive

We're back today with another hero deep dive, this time covering our Warrior hero. A classic RPG character type that's always a fan favourite. If you haven't caught up on all our other deep-dives please see the links below. 

Heroes : Blood Mage | Warlock | War Drummer | Illusionist | Shaman | Cleric | Bard | Shieldmaiden | Druid | Witch Doctor | Berserker | Dragon Knight | Engineer | Musketeer | Runesmith | Alchemist 

Bosses : | Forest Troll | Armoured Crab | Tectonic Giant | White Widow

Warrior

It is not just the formidable stature of the Warrior that his opponents find unnerving, but his ability to adjust his stances to the situation, keeping him primed to deliver unrelenting physical damage.

Warrior Hero Ability

Change Stance: During your first Hero upkeep you must choose a stance to be in, choosing from Defence stance, Support stance or Brawl stance. When you've chosen your stance, you will place the card on your ability tab which shows all players at the table which stance you are in. Each stance offers semi-permanent buffs, meaning they are only permanent whilst you are in that stance. Should you leave that stance you will also loose the buffs associated with it and gain new ones for jumping into a new stance. See below details on each stance. The Warrior can only cast spells from the chosen stance he is currently in. For example if the Warrior chooses Brawl stance, he can only casts the x2 spells on his brawl stance card, and the x2 spells on his hero board under the Brawl stance column called Windfury and Charge. During each of his hero upkeeps the Warrior may choose to stay in that existing stance or change to another one. 

Defence Stance

Support Stance

 Brawl Stance 

Defensive Stance Spells 

Body Slam - A powerful melee attack that deals 0 DMG to a single enemy, but adds a strength and defence attack modifier. Note: spells that have more than 1 attack modifier are easier to buff/combo/abuse. 

Intervention - You may cast this spell on an enemies turn before damage is dealt. Single target ally receives protection for 1 turn. This is a very strong effect to reduce incoming damage to either yourself or an ally. Remember cooldown die immediately lower on your upkeep so that 4 immediately becomes a 3. 

Axe Throw - A ranged attack that deals 3 damage to a single target. Not a particulary powerful attack spell, but useful in situations when you become disarmed or for when you're saving your more powerful attacks for a later stage in combat. 

Hold The Line - All allies gain +3 defence for 3 turns. Remember the Warrior also gains +1 defence when in defensive stance. Thus giving the Warrior a mighty 10 defence after casting hold the line, permitted he has no de-buffs. 

Tip : With a defence value of 10 this becomes very tough to penetrate, which is where effects like burn, bleed, poison, glowing, darkness, drenched, pierce, penetrate and knockback come in handy. All of these effects/conditions become vital as a high defence value makes no difference against un-defendable damage.


Support Stance Spells 

Battle Cry - All allies gain +1 strength, defence, agility and defence for 3 turns. 

Commanding Shout - Target ally receives taunt for 3 turns.

Bleed It Out - A melee attack that deals 3 damage plus bleed to a single enemy. 

All Eyes On Me - Whilst there is a cooldown die on All Eyes On Me, all positive temporary buffs you receive are increased by a value of 2. Pair this with Battle Cry to improve its effectiveness. 

Brawl Stance Spells

Windfury - A melee attack that deals 1 damage to a single target. This attack strikes 3 times making it immensely powerful. Note the difference between a split spell and a spell that strikes multiple times is that you can't change your target with each strike. Making them slightly different when it comes to strategy. 

Charge - A melee attack that deals 5 damage plus knockback to a single enemy. 

Warrior Spell Mastery

The Warrior has 3 paths to follow, each offering a different play style depending on what your group requires. See Stance Manipulation down the left,  Ancient Warfare in the middle and Armoured Defence on the right. These different paths give the Warrior lots of flexibility in his approach to how he is played. 

 Stance Manipulation

This path is the jack of all trades, offering 1 new spell for each stance. The true reason for following this path is that final ability called Rapid Response. This is a very strong ability allowing the Warrior to change stance when he becomes the target of an attack. This grants him the freedom to enter Brawl or Support stance during combat and not have to worry about the consequences. Paired with your Keep Moving ability, you have a small amount of self healing too requiring less demand from your allies. A very popular path for 1v1 combat where the other paths might struggle. 

Ancient Warfare. 

The Warrior's DPS path, taking him from moderate damage to high damage. With 3 new Brawl Stance spells the Warrior now has more reason to stay in that stance. Unlocking a new ranged spell called Spear Throw which grants you a semi-permanent +1 strength. This semi permanent buff lasts all battle so you'll want to cast it early on. Inspired by Blizzard's Warcraft 3 game, Bloodlust is a new unlockable ability in this path that deals 2 damage to all enemies whilst pumping up the damage output of your allies for 2 turns. Leaving yourself in Brawl stance makes you vulnerable to attack from enemies by weakening your defence so whilst this path is almost Berserker like with high risk to reward ratio, it can be detrimental to your survivability. Bring a healer or tank along for the ride and this path is set to be a super fun one. 

Armoured Defence

For our tanks out there, this path is for you. Big Measures is an ability that grants the Warrior and additional +10 base HP when in defence stance. Recall above that the Warrior when entering defence stance already gains +5 base HP so that's now a total of +15 base HP, making his enemies envious of his health pool. Your damage in this path isn't as strong as some of the others so we've implemented Weaken Armour, a spell that allows you to strip defence away from your enemies. Retaliation is a fantastic ability that grants you a counterattack condition for 3 turns and improves the quality of your counterattack spell Axe Throw. 

And that's a wrap for now guys!

We will be back soon with more general updates and deep-dives. We'll cover our Acidic Hydra boss next alongside some monsters (trash mobs) from our earth scenario.  We've had around 76% of all our backers complete their pledge manager surveys, so thank you to everyone that has completed theirs. If anybody has any issues or questions, please don't hesitate to reach out and we will do our best to assist you. Until we meet again in another update, have a great weekend and we look forward to sharing more about Heroes of the Shire with you.

- Heroes of the Shire

Samples for a future expansion coming in 2023

Update #35 - General Update & Hero Deep Dive
about 4 years ago – Thu, Mar 10, 2022 at 01:58:54 PM

Hey folks! 

Before we jump into today's deep-dive we've got a few updates to share with you. 

Spell Updates

We are now in our final stages of hero balancing. For those that are not aware, we've been balancing our heroes for almost 2 years now. For a board game like ours that have lots of Video & MOBA inspiration, the hero balancing is vital. Which is why we've spent so much time working and reworking our heroes. Please see a few minor changes below to give you an example of what we've been up to. 

Dragon Knight - Burning Desire spell has now been given a fire elemental type symbol, which will increase its damage output potential.

Assassin - Disfigure spell now grants -1 STR to an enemy alongside -1 DEF.

Blood Mage - Internal Bleeding buffed to a CD:4 lasting 1 extra turn. Whilst Dark Ritual's cooldown has been reduced from 4>3.

Blood Demon pet - Blood stack ability now grants bleed to only 1 enemy at the beginning of his turn, not all enemies, to help balance the Blood Mage's blood transfusion ability. 

Warlock - Demonic Ritual name changed to Demonic Form to avoid any confusion with the same name spell. Slow Gloom has had a name change to Creeping Gloom.

Totem Mastery - This ability has been changed entirely. New ability grants the Shaman a totem pairing bonus for having both the Wind and Healing totem out. This can only be achieved through a hybrid build when playing at level 5 in the Arena. The totem bonus for these 2 totems is that you receive all totem bonuses for all totems, making this a strong effect. Here's the Shaman deep dive if you need a reminder : https://www.kickstarter.com/projects/senior-games/heroes-of-the-shire-board-game/posts/3369762

Huntress - Target Practice spell previously reduced the CD of a spell by 2, the reduction has now been increased to 3 as this spell saw very little use. 

Paladin - Purify the Sick now grants all allies 2 HP, alongside cleansing all buffs and conditions.

Paladin - Light Screen which grants protection for 2 turns has been increased to 3 turns. The CD has also been increased from 3>5.

Paladin - War Banner, now grants +1 DEF for 3 turns on top of reducing all CD dice.

General Updates

General UI - Lacerate and Shadow elemental type have been increased in brightness to help them stand out against the dark backgrounds. A grunge effect has been added to the stats of all ally & pet cards.

HP change - All heroes starting HP has been increased by 4 to help allow some classes more time to pull off epic combos! 

Taunt condition upgrade - We have added a +4 base HP to help improve taunts functionality. Taunt now reads : You gain +4 base HP & you must absorb all effects of a spell on behalf of an ally. 

Action Cards - We have moved the outcomes of all action cards to the bottom half of the card, which will make a smoother solo mode experience, allowing players to hide the outcomes easier. 

...and now onto our Hero deep dive! 

The Alchemist

This is another unique hero that we have to offer! All 21 of our heroes are unique in their own right, but some offer very unique play styles and our Alchemist is one of those, which is why we've left her towards the end of our deep dives. We've had lots of positive feedback from our community on how different all of our heroes are and we've been praised a few times for not just re-skinning an existing hero. We hope that our Alchemist hero here continues to shine some light on how unique each hero within Heroes of the Shire really is. Now enough from me, let's dive right in! 

If you haven't caught up on our previous deep dives, you can find them all here.

Heroes : Blood Mage | Warlock | War Drummer | Illusionist | Shaman | Cleric | Bard | Shieldmaiden | Druid | Witch Doctor | Berserker | Dragon Knight | Engineer | Musketeer | Runesmith | Scholar |

Bosses : | Forest Troll | Earthasaurus | Armoured Crab | Tectonic Giant | White Widow

Alchemist 

Wasting no precious moment, the Alchemist forages every turn for medicinal flora from which to concoct her potent potions. She is the healer that everyone wants close to hand when things go wrong.

Alchemist Hero Ability 

The Alchemist adds all 6 potion cards to her ability tab at the beginning of battle. These potion cards are placed face down with the full art potion on display. Shown in the example here. 

The Alchemist must forage for wild flowers during her hero upkeep. In order to do this, you must play a mini-game of pairs, looking to match x2 wild flowers. Take your foraging deck (small cards), which consist of 12 wild flower cards and shuffle. Place the 12 cards face down in front of you and begin your game of pairs.

12 card foraging deck

The Alchemist must note how many turns it took to forage the wild flowers as this will be important for the next step. Once 2 wild flowers have been matched, the Alchemist will conjure a potion for turn. Each set of wild flowers will conjure only 1 potion. See below which flowers conjure which potion.

Growth Potion - Lemon Balm flowers x2

Fire Potion - Crimson Bottlebrush flowers x2

Fortune Potion - Delphinium flowers x2

Nightfall Potion - Obsidian flowers x2

Light Potion - Calendula flowers x2

Protection Potion - Cow Parsley flowers x2

To conjure a potion you simply flip the card over revealing its effects for that turn. Each potion has different effects and the strength of the potion is determined by how many turns it took you to forage your wild flowers. The faster you find your wild flowers the more potent your potion will be. If you're lucky and forage first turn the strength of your potion will be very strong. If you're unfortunate and it takes you a long time finding your flowers, your potions will have no effect or sometimes negative effects for not just you, but your party. See the strength of the potions below : 

Growth Potion :

1 turn - all allies receive +1 all stats except HP for 3 turns.

2 turns - all allies receive +1 all stats except HP for 2 turns.

3 turns - all allies receive +1 all stats except HP for 1 turn.

4 turns - Nothing happens.

≥5 turns - All enemies receive +1 all stats except HP for 2 turns.

Fire Potion :

1 turn - all enemies receive 3 DMG + burn.

2 turns - all enemies receive 1 DMG + burn.

3 turns - all enemies burn.

4 turns - Nothing happens.

≥5 turns - All allies receive 2 DMG + burn.

Fortune Potion :

1 turn - all enemies receive -1 all base stats for 3 turns.

2 turns - all enemies receive -1 all base stats for 2 turns.

3 turns - all enemies receive -1 all base stats for 1 turn.

4 turns - Nothing happens.

≥5 turns - All enemies receive +1 all stats for 2 turns.

Nightfall Potion :

1 turn - all enemies receive 3 DMG + immobilise a spell for 2 turns.

2 turns - all enemies receive 1 DMG + immobilise a spell for 2 turns.

3 turns - all enemies receive 1 DMG + immobilise a spell for 1 turn.

4 turns - Nothing happens.

≥5 turns - All enemies receive +1 STR & INT for 2 turns.

Light Potion : 

1 turn - all enemies receive 3 DMG + glowing for 3 turns.

2 turns - all enemies receive 2 DMG + glowing for 2 turns.

3 turns - all enemies receive 1 DMG + glowing for 1 turn.

4 turns - Nothing happens.

≥5 turns - All allies receive -DEF & AGI for 2 turns.

Protection Potion :

1 turn - all allies receive a 4 HP shield.

2 turns - all allies receive a 2 HP shield.

3 turns -all allies receive a 1 HP shield.

4 turns - Nothing happens.

≥5 turns - all enemies receive a 2 HP shield.

Support Spells 

Purge - Remove a negative buff or condition from yourself. If you have no negative buffs or conditions instead you gain advantage and energised for 2 turns. 

Alchemist Insight - A split spell that grants 1 enemy -2 agility for 3 turns whilst granting an ally +2 agility for 3 turns. A difference of 4 agility can change the tides of battle!

Cure Wounds - A healing spell that targets all allies and grants them 7 HP. 

Negate - Remove all negative buffs and conditions from all allies. You gain 1 HP for each buff or condition removed this way.

Forage Master - During your next hero upkeep skip your forage ability and conjure any potion you like first turn. You also become immune to all damage for 1 turn. 

Attack Spells 

Threat Analysis -  A melee attack that deals 1 damage to an enemy whilst immobilising a spell for 2 turns.

Nature's Shield - A ranged earth elemental type attack that deals 1 damage to all enemies whilst also granting you protection for 2 turns. This attack has both strength and intellect modifiers. 

Transmute Poison - All enemies become poisoned.

Earth Shock - A ranged earth elemental type attack that deals 6 damage to a single enemy. This spell also removes all their buffs and conditions. 

Photosynthesis - A split spell with the first half dealing 4 damage to a single target whilst placing a glowing condition on them for 3 turns. The second half of the spell places a +2 HP regeneration condition for 3 turns on a target ally. The glowing condition is placed first with the HP regen on the second half of the spell, which in turn triggers the enemies glowing condition. 

Alchemist Spell Mastery

The Alchemist has 3 paths to follow, with each path giving her a unique play style. Become a Herbalist down the left, a Potion Specialist in the middle and learn the art of Levitation on the right. 

Herbalist 

This path leans in towards your foraging ability by unlocking Helpful Hand, an ability which allows you to peak at 1 card prior to foraging. Learn to strengthen your potions by making concoctions, an ability that allows the Alchemist to flip over 1 more card after she has finished foraging. The card that is flipped over grants its own unique bonus. Protect yourself by casting Ancient Flora and then dropping a taunt on an ally with Ancient Medicine. Learn to hide amongst the trees and gain cover from ranged attacks. A herbalist is no enemy to be ignored. 

Potion Specialist

The Alchemists DPS path! Whilst a support/healing hero, her damage output is not to be ignored. Gain HP when preparing your potions successfully in less than 3 turns. Unlock the powerful sleeping potion which puts your enemies to sleep for 2 turns. Penalise your enemies for having lots of buffs and conditions by improving the damage output immensely of your Earth Shock. Upgrading to the pursuit of progress will do just that, granting you an additional 1 damage for each buff or condition removed. See how the Berserker likes that!   

Levitation 

The title suggests it! Learn to fly with your floating potion which grants the flying condition to one ally for 3 turns. Flying heroes can only be targeted by ranged attacks. Learn to bounce back quickly after a powerful attack by granting yourself protection for 2 turns. If yours or an allies HP is looking a little low, try a little health exchange. When purging yourself just isn't good enough, upgrade it to target all allies. Last but by no means least is an ability, Defending Insight. This is an upgrade to your Alchemists Insight which grants an enemy not only -2 AGI, but also now -1 DEF for 3 turns. Then granting an ally not only +2 AGI but also +1 DEF for 3 turns. These important stats being swapped can easily lead to victory. A spell that on the surface doesn't feel exciting, but can be vital in combat. 


And that's a wrap for now guys!

We will be back soon with more updates and deep-dives. We've been asked to do a deep dive into the loot system, so we will prepare one of those for you in a future update. We've had around 73% of all our backers complete their pledge manager surveys, so thank you to everyone that has completed theirs. If anybody has an issues or questions, please don't hesitate to reach out and we will do our best to assist you. Until we meet again in another update, have a great week and we look forward to sharing more with you over the coming weeks. 

- Heroes of the Shire

Engineer Gadgets - Artwork Update

Update #34 - Boss Deep Dive
about 4 years ago – Sun, Feb 27, 2022 at 11:31:56 PM

Hello fellow gamers!

We hope you're all having somewhat of a good weekend amongst the chaos. 

Each day that passes brings Heroes of the Shire closer and closer to your tables. In the meantime, let's deep-dive again. This time we will look at one of our Earth scenario bosses, the Earthasaurus.

If you haven't caught up on our previous deep dives, you can find them all here.

Heroes : Blood Mage | Warlock | War Drummer | Illusionist | Shaman | Cleric | Bard | Shieldmaiden | Druid | Witch Doctor | Berserker | Dragon Knight | Engineer | Musketeer | Runesmith | Scholar

Bosses : | Forest Troll | Armoured Crab | Tectonic Giant | White Widow

Earthasaurus 

It is no kidding that Earthasaurus, an Earth type dinosaur, is fortified by his very own platoon of baby goats.

Earthasaurus Static Ability

Carnage : During your Boss upkeep, you attack an enemy. Both the enemy and attack spell are chosen at random. Roll a D6 die to decide which spell is cast, with Root Snare as #1, Fierce Roar #2, Aggressive Bite #3, Tail Swipe #4 and Attack of the Goats as #5. Reroll with a 6. If a single target spell is used, randomly choose a target by nominating die numbers for your opponents and rolling a die. This ability does not place cooldown die. 

Earthasaurus Boss Abilities

The Earthasaurus is immune to -Defence buffs, paralyze, confused and hex.

< 90 HP : Goatherd - During your hero upkeep add a baby goat card to your ability tab. 

< 75 HP : Call Of The Warrior - Evolve all baby goat cards in play into warrior goats.

< 65 HP : One With Nature - You gain 1 HP during each players hero upkeep

< 35 HP : Ultimate Carnage - Your carnage ability now activates twice during your turn instead of once.

Support Spells 

Quick Thinking - You gain +4 HP regen and +4 AGI for 3 turns. A powerful heal of 12 over the 3 turns, whilst immediately taking the Earthasaurus agility value to 7, potentially making them go first next round to take advantage of that +4 HP regen.

Feed The Kids - You evolve x3 baby goat cards into x1 warrior goat. To evolve the baby goats, flip one card over revealing the warrior goat side and remove the other 2 goats from play. When the warrior goat gets added to your ability tab he would also get his turn that round. Hypothetically if there were no enemies the turn order would look like this :  baby goat >  baby goat > baby goat > earthasaurus : feed the kids > warrior goat > baby goat (new on created on earthasuarus upkeep if conditions met). If mount had no cooldown that's a potential +7 STR for 2 turns, making one deadly carnage next upkeep! 

I've Goat The Power - You gain +1 defence for 3 turns, for each goat in play.  Whilst this can be tricky to pull off if your enemies are smart enough to keep AOE'ing the baby goats, you will always have that 1 goat from your boss upkeep. The second part of this spell grants all your goats 4 HP.

Goat Summoner - Whilst you have a cooldown die on Goat Summoner, your Goatherd boss ability grants you an additional goat card, meaning each hero upkeep you'll be summoning x2 baby goats to your ability tab instead of 1 (if Goatherd has been activated).

Attack Spells

Root Snare - A ranged earth elemental type spell that deals 1 damage plus paralyzes your enemy for 2 turns. 

Fierce Roar - This split spell gives all your enemies -2 defence for 2 turns and then follows up with a melee AOE attack that deals 0 DMG to all enemies. This spell adds a +STR attack modifier. 

Aggressive Bite - A very powerful CD: 0 spell that deals 2 damage plus lacerate to a single target. This base attack of 2 adds a +STR modifier taking it to 10 damage without modifications, plus lacerate which is an additional 6 damage over 3 turns. 

Tail Swipe - A ranged attack that deals 2 damage to all enemies, whilst granting you +2 HP regen for 3 turns. This spell is a great way to gain some HP when cast multiple times in a turn via your Carnage ability. 

Attack Of The Goats - No Goat herding Earthasaurus boss would be complete without a spell named Attack of the Goats! This melee attack spell deals 5 DMG to a single target whilst allowing all of your goats to attack with you casting their only attack spell Head Bash. 

Note : When pets attack with a hero or boss the damage is all dealt separately. For example, 12 DMG from the boss, which is defended, followed by 6 DMG from a pet which is defended. 12 DMG from the boss plus 6 DMG from a pet is not added up as 18 DMG. 

Boss Strategy

- When playing as the boss you will want to always keep a cooldown die on Goat Summoner which will more often than not force your enemies into attacking your goats rather than you. If the attacking party of heroes don't have many AOE (multiple target) spells, this strategy will stack even more in your favour. Use Fierce Roar as often as you can, as leaving your enemies with -2 defence for 2 turns can be devastating. Even more so if you get lucky and attack with it during your boss upkeep with Carnage, being able to leave your enemies with -4 defence for 2 turns. This will make your next turn huge! Try to time your Attack Of The Goats spell with having several goats on your ability tab to take full advantage of those extra attacks. The rest of the battle is relatively straight forward with the Earthasaurus, Hulk, Smash! 

- When playing as the attacking heroes it's of utmost importance to kill the baby goats before they evolve, as once evolved into a warrior goat they become much tougher and will require more damage to defeat. If you struggle with AOE's and you become overrun with too many goats, it's best to ignore them and focus your attacks on the boss in hope that you can survive the onslaught. You know Carnage is going to happen each and every upkeep so having a healer or support type hero in your party will be valuable to grant protection or healing over time. Buffing your defence value goes a long way vs this boss when he is attacking twice per turn, alongside his goats attacking too. 

And that's a wrap for now guys!

We hope you enjoyed learning more about our Earthasaurus boss that you'll be able to find in our Earth scenario contained within the Earth & Water and Collectors Edition of Heroes of the Shire. We will be back soon with another hero deep-dive alongside a general update, until then stay safe and enjoy board gaming!

- Heroes of the Shire 

Update #33 - Hero Deep Dive
about 4 years ago – Fri, Feb 18, 2022 at 04:04:10 PM

Hello all,

At Senior Games, we aim to be as inclusive as we can when it comes to Hero diversity, whilst still trying to maintain our fantasy feel within the game. Different cultures, races, shapes, sizes and genders can be found inside the Shire. In today's hero deep-dive we're proud to share with you our Scholar hero, the Shires first non-binary character. There's something truly special about starting to see pieces of your own identity in the epic stories our Heroes will come to tell. In the long run, our hope is to represent as many different experiences as we can, to give as many fans as possible out there the chance to see themselves in our Heroes. 

Heroes : Blood Mage | Warlock | War Drummer | Illusionist | Shaman | Cleric | Bard | Shieldmaiden | Druid | Witch Doctor | Berserker | Dragon Knight | Engineer | Musketeer | Runesmith |

Bosses : | Forest Troll | Armoured Crab | Tectonic Giant | White Widow

Scholar

Conjuring spells of a serious nature with the three elements of Light, Fire and Water, the Scholar first selects which element to specialise in, as combat commences.

Scholar Hero Ability

Pre-Game : Add all 4 elemental book cards to your ability tab in the following formation. Page 6 on the bottom, page 4 on top, page 2 on top of page 4 with the book cover card face up. All 4 cards form to create your study book.

Study Magic: During your first Hero upkeep choose which pages of your elemental book you would like to study. Choose from Fire, Water or Light. Once chosen, open the book to the appropriate pages. Pages 1-2 for Fire, pages 3-4 for Water and pages 5-6 for Light. During your first hero upkeep place a die on your elemental book. The value of this die represents how many turns you have studied for.  The more you study in an art the more you learn (unlock). This die value increase by 1 during your hero upkeeps. Spells in your elemental book have a required number of turns that you must have studied for before you can unlock them.

Fire Pages

2 Turns Unlock : Ignite - A ranged fire elemental type spell that deals 3 damage to a single target.

3 Turns Unlock : Sea of Flames - An AOE that burns all players at the table, allies and enemies alike. 

4 Turns Unlock : Warmth - An AOE heal for 4 HP that also grants a 4 HP shield.

6 Turns Unlock : Volcanic Ritual - Whilst there is a cooldown die on Volcanic Ritual your Pyroblast spell deals an additional 4 damage. You may now cast Pyroblast resetting its CD if there is one. 

Note : Rule change, a CD die is placed on the spell as it is cast, before the effects of the spell resolve. This sequencing change effects hardly any spells. 

Water Pages 

2 Turns Unlock : Waterlog - A ranged water elemental type spell that deals 3 DMG to all enemies whilst reducing their agility by 1 for 3 turns. 

3 Turns Unlock : Wet Through - All allies receive -1 Strength, Intellect, Defence and Agility for 3 turns. You may cast another spell now. Yes this is not a typo, continue reading on to Dilute :) 

4 Turns Unlock : Dilute - Any negative buffs on an ally (allies always include you unless otherwise stated) may be transferred to an enemy target of their choice. Buffs are exchanged 1 at a time and last for the same duration. 

6 Turns Unlock : Hydration - Whilst you have a cooldown die on Hydration anytime a negative buff is placed on an enemy you gain 2 HP.

Light Pages

1 Turn Unlock : Gleam - A ranged light elemental type attack that deals 5 damage to a single target. This spell has a low cooldown.

3 Turns Unlock : Inner Light - All allies may cast their CD:0 spell now. Very effective in certain situations

4 Turns Unlock : Inner Flame - The next time you cast Holy Flame you gain 8 HP instead of 4. You may now cast Holy Flame resetting its cooldown die. Holy Flame is a powerful spell, try casting it, then casting Inner Flame right after to take advantage of x2 Holy Flames in a row. 

5 Turns Unlock : Light Pulse - A favourite spell of mine! This ranged light elemental type attack deals 3 damage to all enemies. When the cooldown die on Light Pulse changes value, the spell casts again, leaving the cooldown die on its current value. Meaning that this spell will cast automatically during your dice upkeep when the value of the die changes, creating amazing value should the battle last that long to take advantage of. This spell also will recast should an enemy or ally manipulate its cooldown die. 

That's 12 spells we've just got through before even looking at the Scholars Hero Board or Spell Mastery. 

Support Spells 

Penance - All allies gain +2 light damage.

Condemnation - You may increase the cooldown dice of 3 spells from the last enemy to have attacked you. You may pick which of their spells, with 1 spell increasing by a value of 3, another spell increasing by a value of 2 and the last spell increasing by a value of 1.

Incognito - You gain +3 temporary buff points to spend anywhere you like, these last for 3 turns. Need a little more firepower? Grant yourself +3 Intellect. If you're feeling the heat of battle grant yourself +3 defence, or mix and match granting yourself +1 Int, +1 Def & +1Agi, the choice is yours in your given situation. 

Cone Of Light - You may only cast this spell on an enemies turn after receiving damage. The attacking enemy receives a glowing condition for 3 turns. 

Damage Resistance - Target ally receives +2 Int & becomes immune to damage for 2 turns. 

Attack Spells

Light Storm - A ranged light elemental type spell that deals 2 damage to all enemies. This spell deals an additional 2 damage if the enemy is glowing. Combined with Cone of Light, Light Storm will always deal that additional 2 damage. 

Vaporise - A ranged fire elemental type spell that deals 1 damage, plus 100% more damage if target enemy is burning. Look to your fire book for spells that grant burn. 

Scalding Water - A melee fire and water elemental type spell that deals 2 damage to a single target. With a mix and match spell mastery, the Scholar can increase the damage of this spell by 2 points due to it having both Fire and Water elemental types. 

Rain Burst - A melee water elemental type spell that deals 7 damage to all enemies. A strong spell indeed. 

Holy Flame - A ranged light elemental type spell that deals 4 damage to a single target plus grants you 4 HP.  Having both +Str and +Int modifiers makes this spell very powerful. Combine this with +3 Int from Incognito and your holy flames will burn bright! 

Scholar Spell Mastery

The Scholar has 3 paths to follow, but each path is typically played best when combined with those pages of the Elemental Book via your Hero ability. See Bookworm down the left, Hydro Studies in the middle and Pyromancer on the right. Each path gives the Scholar a completely different play style, almost like playing x3 separate heroes. 

Bookworm

Whilst this path is the most universal of all the paths the Scholar can take, to take advantage of this paths first ability, Higher Intellect, you'll want to be studying pages 5-6 in your elemental book, the Light Pages. This path offers some amazing spells like Librarian, which removes a buff or condition from an enemy after you deal damage to them. Improvement removes a cooldown die entirely from a spell, with the downside of falling asleep for 2 turns.

Hydro Studies

The path of regeneration. Combine this path with your Water pages (3-4) and you'll be topping up your own HP throughout combat with Drenched and Hydration. Drenched needs you to have a drenched condition to take full advantage of, which is where Irrigation comes in handy granting you +3 Intellect, plus drenched. Turning a negative effect into a positive one, the life of a Scholar. Hydroblast is a power house dealing lots of damage and pumping your water elemental type spells even further. 

Pyromancer

Fire mage and Pyromancer fans out there rest assured you'll see burst damage and lots of flames in this path. Pyroblast comes in handy with its high damage output and stunning effect. Combine this with Intense Heat and you can cast a chain of Pyroblasts on your enemies turning them into ash. Don't forget that Volcanic Ritual from your Fire pages too, increasing the damage of each Pyroblast by 4. You'll need to keep yourself burning to take full advantage of Intense Heat which is where Sea of Flames from your fire pages 1-2 comes in handy. If you can't burn yourself, why not ask your trusty best friend the Dragon Knight to help. 


And that's a wrap for now guys!

We will be back soon with more updates and deep-dives. We'll cover our Earthasaurus boss next in a boss deep-dive, followed by our Alchemist hero.  We've had around 65% of all our backers complete their pledge manager surveys, so thank you to everyone that has completed theirs. If anybody has an issues or questions, please don't hesitate to reach out and we will do our best to assist you. Until we meet again in another update, have a great weekend and we look forward to sharing more games progress as and when it happens. 

- Heroes of the Shire

Update #32 - Pledge Manager Opens
about 4 years ago – Wed, Feb 09, 2022 at 10:06:41 PM

Howdy!  

Thank you all kindly for your patience as we worked on the pledge manager over the last month. We can confirm that the pledge manager is now open, but surveys have only been sent to 65 backers, as what Backerkit call a 'smoke test'. Once we can confirm the first few backers have a smooth experience, we will send surveys to the rest of the backers which will be in around 24hrs from the time of this email. 

 What is a Backerkit Survey?

We are using a company called Backerkit who offer a third party system to help us to streamline the way that we do fulfilment and post-Kickstarter pledges. This tool will import your pledge data from Kickstarter and allow you to confirm your shipping address, purchase any add-ons, add additional copies of the game, pay for your shipping and possibly taxes depending on where you live. We can then export this data and send it to our fulfilment partners to fulfil your orders. 

All backers who wish to receive their Heroes of the Shire pledge from Kickstarter MUST follow the unique link that has been emailed out to you. This link will take you to a Backerkit survey where you must select the rewards you wish to receive, enter your physical addresses, and check out by paying the shipping and any tax costs associated with your region. If you do not do this, you will not receive a game from us as we'll have no way to pay for your shipping costs and we won't actually know where to send your game.

Sample survey

The pledge manager will be open for a couple of months, so your immediate attention is not required, but the sooner you are able to complete it, the better. We will also have limited supplies of extra games, so if you're interested in those, please try to get your order in as soon as possible.

We have some frequently asked questions about the pledge manager below, so if you have questions, please read these first and then feel free to reach out to us via Discord or a Kickstarter Message and we'll make sure we help you out! 

Sample survey - Addon store

Pledge Manager FAQ

I don't see the email from Backerkit

There are a few common issues that causes this :

Firstly, it may be that your email client has categorised our survey as junk or spam, we please ask you to check all of your inboxes. Try searching your inbox for Senior Games or Heroes of the Shire. The email is typically sent from this address : [email protected]

Secondly, make sure you are checking the email address that you have registered with Kickstarter as this is the email address we have sent your survey too. If you can't access the email address used in your Kickstarter profile, contact us with your details and we will manually set you up as a new account on the pledge manager and transfer your credit across, which may take a few days. 

How long will the pledge manager be open?

We will make a decision on when to close the pledge manager once we get more information on when the games will finish mass production, but for now, we can say that the pledge manager will be open for a couple of months. We will keep you updated along the way and give you notice before we close the pledge manager and lock in the addresses. 

I gave my bank details, why has no payment been taken from my account?

During the survey you will be asked to provide card details to pay for your remaining order, but this is not an immediate payment. The card details are stored on Stripe who are the payment processing company integrated with Backerkit. Behind the scenes we have a button that allows us to charge cards. We don't want to do this often so we allow time for everyone to complete their survey and then we charge cards later down the line. We will give you prior notice before we charge your cards, so you have ample of time to ensure the funds are there.

I am moving. What should I do?

You can always modify your address on your order until we lock in the addresses - we will wait to do this until just before we ship your game. Please do this directly yourself on the Backerkit survey, rather than reaching out to us since we will not be able to change it for you. If you can't find where to edit your address on the Backerkit survey, find your Backerkit survey confirmation email and there you will see a link to edit your address. If you are moving right around the time of fulfilment, before we lock in the addresses, your best bet is to have the game sent to a friend or family member where you can pick up the game, just to be safe.

If you have any other questions about the pledge manager, please contact us via Discord chat or a Kickstarter Message. We'll do our best to get back to you and resolve your issue as soon as we can! 

Pre-Order Store 

If you know anyone who missed the Heroes of the Shire campaign and would like to get a copy of Heroes of the Shire, please direct them to our store and help spread the word: https://heroes-of-the-shire.backerkit.com/hosted_preorders

Thank You

That's a wrap for now. Hopefully the pledge manager will run smoothly for everybody. If you do have any questions regarding how to use it, please get in touch with us via a direct message on Kickstarter or Discord. Have a great week and we look forward to bringing Heroes of the Shire to your table.

- Heroes of the Shire