Wednesday, 27 September 2017

The World of Twilight...

The World of Twlight: Chronicles of Anyaral is a fantasy skirmish-scale miniatures game designed by Michael Thorp. It uses a range of interesting mechanisms, but perhaps the biggest draw card for me is the wonderful aesthetic, and the look and feel of the world.


I have been looking for a while for a game my kids and I can collect and play, and with the lad being a huge fan of dinosaurs, this seemed like an obvious choice.

The rules book is high quality, well bound, clearly laid out and compiling several previously released smaller books. In it are all the rules and stats required to play, as well as copious amounts of fluff text detailing the absolutely charming world of Anyaral.


Also scattered throughout are wonderful little line drawings that give personality and loving rendition to this characterful setting.





The metal and resin miniatures do justice to the illustrations. They are high quality, well cast, easy to assemble and full of detail and character. These have to be some of my favourite fantasy miniatures, the aesthetic is fantastic and the quality high. They feel like they are around a 28mm scale, and look great on the table. I really want to get paint on them.

Devanu Outcasts

Clan Orel

All models that came with the 'Large Starter Set' assembled and based. I'll go through and take some better close ups another time.

The rules themselves are interesting and dynamic. Counters are drawn from a bag, and may match either player or be a 'Combat Counter'. When a player's Counter is drawn from the bag, they may select a model to activate, if this model has some form of leadership ability, they in turn may activate other models. Once the chain of activated models has been selected, they play may move them, and use any pertinent abilities. Making sure models are positioned well, in order to ensure they are activated in a coordinated fashion, and can make best use of their abilities, is key to success.

Yellow and green Initiative Counters (6 of each), and two orange Combat Counters. After the second Combat Counter is drawn in any turn and resolved, the Turn Ends.

The early stages of the Chance Encounter Scenario.

If a Combat Counter is drawn, any models in base-to-base combat may engage in melee. This is not the only time melee occurs, as some abilities may allow for out of sequence attacks (like 'Charge'), but is one of the key moments in which combat is resolved.

The Devanu advance on the militia...

Players take turns in initiative order selecting a model to attack with, and combat is dynamic and interesting. Each player has twelve combat stones, 6 'Erac' (offensive), and 6 'Oran' (defensive). Each one of these stones is essentially a D2, like a coin, with a symbol on one side and a blank on the other. As well as the two models involved directly in a melee, other adjacent models may also offer 'support'. Support, abilities and a model's 'Combat' stat dictates how many stones a player may throw, and a player may select what mix of Erac and Oran will comprise this amount.

I did a quick paint job on my Combat Stones - no doubt they'll chip through use. But they are easier to read now than blank metal!

So, a model may attack another model, and will gather up a number of stones equal to the attacker's Combat stat, relevant abilities, and any support it gains. That player may choose to use stones that are Erac or Oran (or a mix), in order to make their combat action more offensive or defensive. Any Erac thrown are countered by an opponent's Oran, and vice-versa. For every 'hit' landed, the hit model rolls a D6, if it is equal to or higher than their Toughness, they live, if not, the model is removed. It is possible for both sides to inflict damage on the other at the same time.

Stat Cards came with the 'Large Starter' and are well worth it. They are good quality, tidy and capture all the information required in play. 

Combat may sound convoluted and messy, but in practice it is straightforward. Tactically interesting choices abound in model positioning, and using abilities to stack the odds against the opponent. The blind bluff of whether you are going to be more attacking or defensive with your combat stones is also a lot of fun. I thoroughly enjoyed the first simple games I played, and am looking forward to playing with more miniatures on the table.

Militia face off against the advancing Devanu.

The Jenta Hunter and Militia Captain faced off, both inflicting mortal wounds on the other...

World of Twilight: Chronicles of Anyaral is a great game. With a multitude of scenarios to play through, and an inventive, unique and thoroughly charming aesthetic, it's a game I am glad I bought into. The rules are fun and interesting, allowing for quick game-play and tactical thinking. I am looking forward to playing a lot more!




1 comment:

  1. Very happy to hear this game is getting some attention as far as Australia.
    It is easily one of my favourite games, with an immersive alien human-free world.
    The rules system feels very tribal and almost a bit raw, though it has some great tactical dept, which seems to endors and support the world the game plays it.
    Mike, the creator, is also a super friendly guy who listens carefully to his supporters when it comes to releases and feedback.

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