Spell Tyrants: A Fantasy Miniatures Skirmish Game
Être prévenu du lancementStatut actuel
Introduction

Command a Sorcerer. Build a Warband. Fight for Arcane Power.
In Spell Tyrants, you lead a powerful sorcerer and a small Warband of warriors, creatures and magical servants into dangerous battles and expeditions. Your Tyrant's Arcane Energy fuels spells and absorbs damage. Every spell forces a choice: spend power to achieve your objective, or preserve it to survive the battle.
Play solo, cooperate with friends or face rival Warbands in objective-driven skirmishes and connected campaigns.

Play solo, cooperate with friends or face rival Warbands. Fight a single battle or develop your Tyrant, roster and Sanctum through a campaign leading to a decisive Finale.
Use suitable miniatures you own or print the official STL collection. Choose PDF or hardcover rulebook rewards.
Read The Rules
READ THE RULES
Download a free selection of pages from the Spell Tyrants core rulebook. Explore the core rules, see examples of spells and Followers, and take a look at scenarios and campaign play.
Download the Free Core Book Preview (PDF)


Choose an Ironbound, Adept or Arcanist Foundation, then one of 6 Paths: Conjurer, Battlemage, Beastmaster, Enchanter, Elementalist or Blood Mage. Your Foundation sets your Tyrant’s starting characteristics; your Path adds its own rule and signature spell. Any Path can use any Foundation.
Recruit from 20 standard Follower profiles, including warriors, beasts, spirits and constructs. Every Path can recruit from the full selection, following the profiles’ limits. Your Tyrant begins with 7 known spells, including its signature. For campaign play, choose one of three Sanctums as your Warband’s home.
A Campaign That Changes Your Warband
A Campaign That Changes Your Warband
A campaign carries the consequences of each battle into the next. Defeated Followers may recover, miss a battle or be lost, while recruitment brings new models into your Roster. Spend your Tyrant's XP on spells, characteristic improvements and Special Abilities. Develop your Sanctum with Strategic Assets, then choose which Available Followers will join the next expedition.
Each Campaign Arc leads to an assigned Finale. Victories advance your progress, while growing Exposure can trigger Retaliation and force an early Crisis. The Finale's result decides the Arc's outcome. Your Warband can then begin a new Arc, carrying its development and losses forward.

Miniatures And What You Need
Miniatures And What You Need
Use suitable fantasy miniatures from your collection, conversions or clearly identified proxies. Match each model to its profile's round-base size and keep individual models easy to distinguish. A starting campaign Warband needs 1 Spell Tyrant and 3-7 Followers. Solo and co-op scenarios also require the opposition listed for the mission. Prefer the official sculpts? Choose a reward with the STL collection and print the models you need.

The Grave Dominion Expansion!
The Grave Dominion Expansion!
Grave Dominion adds 3 Paths to Spell Tyrants:
- The Necromancer uses Grave Remnants to repair or reanimate Followers.
- The Deathspeaker haunts a foe and redirects part of its violence into another enemy.
- The Gravebinder tethers itself to an opponent, restricting both models' movement.
Also adds 9 Followers, 15 spells, a new Sanctum, 2 Strategic Assets and a Reward. The 12 non-signature spells and all 9 Followers are available to core Paths too.

Play 3 new Solo/Co-op missions, a PvP mission and a Solo/Co-op Finale. The Unfinished Oaths links the Solo/Co-op missions into a Campaign Arc about the dead and their unresolved vows. Core Warbands can play these missions.

Requires the Spell Tyrants core rules. Choose the expansion PDF or softcover with matching PDF. Rewards and add-ons also offer an optional twelve-model STL collection; printed miniatures are not included.



▶ Vidéos (0)
Pas encore de vidéo pour ce jeu.
Commentaires (0)
Connecte-toi pour commenter ou répondre.
Pas encore de commentaire. Lance la discussion.