Development Update:
At the heart of the Squorran civilization lies the Monastery, introducing new mechanics like Corruption tokens and Kai-Rei Masters
Four Schools of Masters emerge: Healers, Provocation, Terror, and Enrage - each wielding unique abilities enhanced by Corruption.
More City Tech Reveals!
Correth's Rescue Vehicle: Pass over two consecutive empty spaces during movement
Danae's Hijack: Why build when you can borrow? Use other cities' technology as your own!
Each city's unique approach to survival makes every game different!
City Tech Spotlight!
Süven's Rope Bridges: Place a bridge once per turn to cross empty spaces.
Quhol's Teleporters: Move 2 extra spaces unimpeded to your city or a biome, but roll for safety.
Tulkor's Temple: Roll 3-6 to move straight across empty spaces, but failure costs.
Tech Focus: Moving Through the Void
Each city in Athobrae has developed unique ways to navigate empty spaces
From rope bridges to teleporters, survival means finding creative paths forward
How do you navigate the crumbling landscape?
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Tech Tip: World Technologies in 'The Last Days of Athobrae'
Spotlight: Fifth Scout
Pro Strategy: Activate your Fifth Scout with their power center in the mountains
Expand your reach across Athobrae!
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Tech Focus: World Technologies in 'The Last Days of Athobrae'
Spotlight: Greenhouse
Gain 2 food into your city storage at the beginning of each turn
Steady food supply means steady survival!
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Tech Focus: World Technologies in 'The Last Days of Athobrae'
Spotlight: Mine Technology
Place your mine in any biome:
Exclusive searching rights
Extra search die
Success on rolls of 3-6 instead of 5-6
Strategic mine placement can secure vital resources!
Tech Focus: World Technologies in The Last Days of Athobrae
Spotlight: Processing Plant
Once per turn, replicate any 1 resource in your city storage (except Caltrenes)
Master resource management to survive Athobrae's final days!
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Development continues on Memory Quest!
Sometimes making a game better means making it simpler.
We're taking a fresh look at game rounds and actions, working to streamline the experience without losing depth.
Because the best games are easy to learn but rewarding to master.
Hey gamers! Let's dream big together!
If you could add any feature to our upcoming games, what would it be?
More character options? New game modes? Different themes?
Your ideas help shape our games!
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Memory Quest is evolving based on your feedback!
We're exploring new character progression systems:
Captains: Reputation unlocking more abilities.
Ships: Purchase improvements at port.
Crew: Crew size tied to your reputation - start small and grow your team as your fame spreads
Every game tells a story, but players make them unforgettable!
What's your most epic moment in 'The Last Days of Athobrae' or 'From The Shadows'?
Was it a last-minute victory? An unexpected strategy? A memorable gaming night with friends?
Share your story below!
Currently in development: Memory Quest!
Game design is all about tracking and adjusting. Our process combines:
Handwritten playtest notes
Spreadsheet data tracking
InDesign file updates
And always having the prototype on hand while making tweaks
We love sharing our journey!
Let's talk game mechanics!
Which aspect of our games excites you the most?
A) Story-driven narratives
B) Character progression systems
C) Strategic decision making
D) Player interaction
Share your choice and tell us why in the comments!
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From a short story to board games, our journey since 2018 has been incredible!
Every game starts with a story, and we're excited to keep creating new adventures.
What's your favorite part of our story-driven games?
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We love hearing from our gaming community!
What's your most memorable moment from our games?
Maybe it was pulling off an amazing combo in 'From The Shadows', or a last-minute escape in 'The Last Days of Athobrae'?
Share your stories in the comments - we can't wait to hear them!
Artwork is crucial in board games - it draws players in and helps tell the story.
We're thrilled to have worked with Jean-Pascal Leclerc-Kègle on 'From The Shadows'.
His impeccable attention to direction and excellent communication that made him the perfect choice.
In full player count games, interactions naturally spread among all participants. However, when the same game is played with only two players, these interactions become more targeted, which is why we've developed variant rules to ensure a balanced experience at two players.
One of our core design principles is consistency in gameplay experience.
In 'From The Shadows', scores remain similar regardless of player count thanks to our careful setup process.
The formula is simple but effective: 5 monsters (including the villain) for each hero in play.
Every game designer has their own process. For us, it all starts with a story.
'The Last Days of Athobrae' began as a short story years ago, which inspired the game's signature mechanic - The Doom Phase.