DWARF HOLD
16th November - Nottingham
Game themes: High Fantasy / Direct Conflict (Siege) / Political
Gameplay: Combat (Wargame) / Diplomacy / Potential Treachery / Resource Management / Hierarchical / Player vs Player
DWARF HOLD is a megagame set in a fantasy world of dwarves, goblins, wizards, and epic sieges. Two sides, composed of different factions within them, each try to out-do each other - one seeks to conquer the Dwarf mountain city of Fwrad Hlod, whilst the other tries desperately to defend it. Beyond them, diplomats and mercenaries try to take advantage where then can!
Not all the factions within the sides want the same thing, and this may come out in the initial stages of the game which involve planning and building up forces and defences, discussing treaties, and building cunning conspiracies.
The attackers (led by a goblin warlord) may choose more or less time for preparation, but if they choose to act more quickly so as to prevent the defenders much time to ready themselves, they themselves will have fewer resources! Once the assault is under way, it will become a vicious conflict across the mountain slopes and in the deep rock tunnels of the Dwarf city… who knows who will prevail?
Below are some images taken from the game (credit: Rob Grayston)
Player testimony from this run of DWARF HOLD:
“The materials, the theme, it was all excellent, and it was clear a lot of work had gone into presentation. The giant maps of all these things to discover and work on looked great…”
“The game really did capture the feel of fantasy sieges, and huddling round the map and clashing forces was great fun.”
“Easy for everyone to understand their place in the game, and can pick up what everyone else is doing quickly enough as well. Leaning on fantasy tropes is an excellent way to let everyone feel like they know what's going on. Some of the control did excellent jobs improvising to player shenanigans.”
“I really enjoyed it. I liked the way it was political and all the characters felt developed.”
Designed by Rob Grayston