In life you have to do a lot of things you don't f*cking want to do. Many times, that's what the f*ck life is... one vile f*cking task after another.

App News

iOS Board Games: Can you tell us a little bit about your team at Asmodee Digital?

iOSBG: Why did you select Colt Express to launch this new digital wave?

iOSBG: Will we see new versions of previously released apps now under the Asmodee umbrella? Which ones? Will they be supported/updated with new content by Asmodee or the original developers?

iOSBG: Multiplayer has been a subject of debate among the digital board game community. What are your plans and strategies going forward with multiplayer?





EDIT: After the review went live, Asmodee contacted us and said that the previous answer didn't quite sum up their feelings toward multiplayer. They sent along this answer as an addendum: Asmodee wrote: We strongly support asynchronous games! Synchronous games are more difficult to develop, while asynchronous games can be played in real time. Our technology is based on the asynchronous paradigm. END OF EDIT END OF EDIT

iOSBG: Any updates planned for the Asmodee ID, making it easier to go from game to game?

iOSBG: Your release cadence is pretty intense! We’ve had 3+ games already this year with at least two more on the way. What is the goal behind this rapid release schedule?

iOSBG: What can we expect for the rest of 2017?

iOSBG: What are the long term goals of Asmodee Digital?

iOSBG: We know your team is working with a stable of outside developers. How much oversight/influence does Asmodee have on developers to ensure that Asmodee apps have the same functionality/feel (like with Playdek, Digidiced, etc)? Is this a goal with Asmodee?

Obsidian wrote:

The pricing for the PC/Mac versions will initially differ from the mobile versions because we don't use in-game purchases, rather there is the availability of DLC for some elements, but when you buy the base version of the game you get the entire Rise of the Runelords content.



For reference, the base version of the game will have all the decks and cards that are in the original Rise of the Runelords bundle, plus all the Uncommon and Rare Treasure cards. Two DLC packages will be available; one with all the iconic Alts and some legendary dice and the other with the rare epic and legendary Treasure Cards and some legendary dice.



The Obsidian Edition comes with the base version, the two DLC packages, three promo cards (two of which are Edér and Pallegina from Pillars of Eternity, yeah!), three legendary items, a bunch of runes/charms/gold, and a DLC pack that will be available in the near future.

Obsidian wrote:





It's kind of a hard concept to grasp unless you are familiar with the system and we have gotten a ton of feedback from the player who weren't. This addition will hopefully make it more gratifying when opening treasure chests and allow some players to hold on to some of those more specialized cards.







Aside from copies of the Treasures Cards going into the ether to be found a copy is sent to the Stash for immediate use.

This also helps alleviate the need for Mule characters that are solely created to store some of the less desirable cards for their current game progression. Plus, it is a bit more intuitive for the digital-verse.



The Stash is set at 10 slots right now and includes an Unclaimed tab. All cards in Unclaimed cannot be used by any characters until they are officially moved to the Stash. You can open up a hundred chests and all the new cards will be waiting to be moved into the Stash.



If you happen to go over your Stash limit you will then meet a happy vendor who will readily give you gold for your unwanted cards. In our faithfulness to the original card game we had the exact same valid deck check in the digital version. To expand the content in the digital version we added Treasure Cards (these can be ignored in Story Mode for those that want the exact same card game experience) but unlike most card games, when you open a Treasure Chest you don't actually get a copy of that Treasure Card for immediate use instead you just get the chance to find it in your adventures.It's kind of a hard concept to grasp unless you are familiar with the system and we have gotten a ton of feedback from the player who weren't. This addition will hopefully make it more gratifying when opening treasure chests and allow some players to hold on to some of those more specialized cards.Aside from copies of the Treasures Cards going into the ether to be found a copy is sent to the Stash for immediate use.This also helps alleviate the need for Mule characters that are solely created to store some of the less desirable cards for their current game progression. Plus, it is a bit more intuitive for the digital-verse.The Stash is set at 10 slots right now and includes an Unclaimed tab. All cards in Unclaimed cannot be used by any characters until they are officially moved to the Stash. You can open up a hundred chests and all the new cards will be waiting to be moved into the Stash.If you happen to go over your Stash limit you will then meet a happy vendor who will readily give you gold for your unwanted cards.

Obsidian wrote:

Ever have that roll you really, really needed to win or your permadeath character bites it or you are a turn or two away from kicking Ghlorofaex to the curb? We might just have the charm you are looking for.



Charms are one-time use consumables that have an immediate effect on your current action. They vary from adding a bonus to a check to adding turns to the Blessings deck. They have a gold cost associated with their power so a bonus d4 to a roll might only cost 50 gold but adding to the Blessings would run you 500 gold.



Runes differ from Charms in that they have a time limit associated with them and they almost act like a pseudo scenario power. The Rune of Wealth would double your gold acquisition while the Rune of Shielding would reduce damage by one for four hours.



These will all be available in the Store and during game play for in-game gold only but Runes have to be set up prior to entering the scenario.

Obsidian wrote:

You might not think this is a feature as much as just another iteration but the tutorial was a requirement to play the game and a good three-quarters of the people who were forced to play it were never seen playing our game again. No kidding.



This super-RAD version of the tutorial is cut up into five bite-sized scenarios that teach very specific elements of the game in a clear and concise way. You even get special rewards for completing all of them. We don't consider just being able to play the beginning scenario a reward.



Also, now with 100% more skipping. Yes, that's right, if you don't want to play the tutorial or are already familiar with the game, we have a skip button that is just right for you.