Call of the Dragonlord: Forgotten Metropolis

While Simurgh and the Call of the Dragonlord expansion being kickstarted as I write these words, and new elements are added to the game, I think it’s time to talk about what the expansion will include. Thus, today we start the journey through different modules of the expansion with the biggest and the most game changing addition: the new Vassal and the new board.Simurgh: Call of the Dragonlord is an expansion, divided into a number of modules (which already changed as new Stretch Goals were being unlocked, and may yet change again – hence my reluctance to simply name a number here), each of which can be inserted into the base game accompanied by any number of others – or none at all. By far the biggest module is the Forgotten Metropolis, one introduced below.

Forgotten Metropolis

Do you see the new star that appeared in the night sky? Some say that it shines over the tomb of Muratan the Dragonlord. Now, as our scholars have discovered the way to Forgotten Metropolis, the legacy of our First Hero is yours for the taking. Your Master Wizard is ready to move with the first light of dawn. It is time to answer the call of the Dragonlord.

Simurgh: Call of the Dragonlord board - a work in progress image by Odysseas Stamoglou
Simurgh: Call of the Dragonlord board – a work in progress image by Odysseas Stamoglou

The Board

When playing with the Forgotten Metropolis module, players will start the game with their Wizards on a side board depicting the way to the recently uncovered, half-mythical location of the world of Simurgh. Now, apart from placing their Vassals on Action Spaces in the White City and on Action Tiles, players will also have the option to move their Wizards down one of three paths in a race to reach the final space, representing the tomb of the titular Dragonlord himself.

Introducing completely new mechanisms, Forgotten Metropolis adds a new endgame condition, spicing up the game with a race between players already involved in strategic manoeuvring on and around the main board. Moving on each track incurs costs, but also offers rewards – and being the first to reach the Dragonlord’s Tomb offers a prize that (in the hands of a capable player) may win the game for whoever comes there first.

The Spell Book

To move down the tracks, each Wizard will have to use their Spell Book – a dedicated deck of cards, each giving the owning player an option to generate Mana – a unique resource allowing their Wizard to move forward through the Metropolis.

Knowing when to use their resources in order to make Mana and seeing when a strong, and when a weaker spell is more beneficial, becomes a new skill for players to master, and synergizing the gains offered by the track with their overall strategy makes for a completely new layer of the game.

Wizard miniatures by e-Raptor: same materials, colours and precision as Spearmen and Dragonriders
Wizard miniatures by e-Raptor: same materials, colours and precision as Spearmen and Dragonriders

The Wizard

This module uses the new Wizard Vassal, finding a dedicated and involved way of utilizing this new asset – to take part in the race, or to make only some use of the track, and then return to the player’s pool, effectively becoming a stand-in for another Dragonrider, or in conjunction with the Wizards module for even greater strategic depth.

Come back soon, as more of the Call of the Dragonlord secrets will be revealed in time. And if you want to join in, and help us make the game better for everyone, simply follow this link, and secure some pretty fine gaming goodness for yourself.

 

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