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I have a design for solo rules after rehashing them multiple times. Currently down with the flu but I'll be finalising and playtesting when I'm up and well.

I've taken inspiration from Frostgrave: Perilous Dark where you won't be playing against another warcult (creating an AI for this was becoming a pain). Instead, I'm introducing a new step in the overall storyline of Dead Gods: Relic Fiends. 

Sacred Relics are having a strange impact on the locations they land. Creatures in the area are warping and becoming monstrous, seeking relics to devour. In solo mode the default scenario is still to get relics off the table, but now you must contend with a growing number of spawning fiends. 

As a campaigns, you will earn warcult points for achieving primary and secondary objectives. You'll spend these on new models for your warcult as well as one-off abilities called Edges.

These scenarios will be much more narrative in nature, linking together into a Story Campaign.