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  • The Treehouse Podcast for September 2018

    The Treehouse Podcast for September 2018


    After an emergency call from the leaders of the world, the team discuss the adorable area control game Bunny Kingdom, give some tips on teaching games to the uninitiated, and guest game guru Jenny Garner brings in Patchwork.

    The Treehouse

    Bunny Kingdom on BoardGameGeek

    Patchwork on BoardGameGeek



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  • Lost Ark Abyssal Assault takes the free MMORPG to an all-new region

    Lost Ark Abyssal Assault takes the free MMORPG to an all-new region


    The Lost Ark Abyssal Assault update has landed, bringing a new region to explore in the Amazon Games and Smilegate MMORPG. This latest overhaul whisks us away to a previously inaccessible continent in search of adventure, unleashes the third act of the Kazeros Raid, and heralds the return of the Arkesia Grand Prix event. As Amazon Games prepares to deliver some of its biggest changes to the multiplayer ARPG yet, in service of making Lost Ark more approachable and reducing its notorious grind, this update is set to deliver some of the endgame challenge that veterans have been craving.

    The big highlight of this latest Lost Ark update is the introduction of new continent Rimeria. It’s been closed off for many years after its local tribe, the Yoz, managed to seal a rift created by an invading force of monsters known as the Pitch Black Night. Now, however, that great seal is starting to crack, threatening to unleash the nightmares once more. In order to help, we’re heading to the South Isle, where we’ll join Shandi, Zakra, and the Rimeria Elders. You’ll need to have reached item level 1640 in the free Steam game to make the journey, along with completing the ‘Paving the Way to Victory’ and ‘The Way Forward’ quests.

    YouTube Thumbnail

    Launching on Wednesday June 4, two weeks after this update, is the third act of the Kazeros Raid. This eight-player series of encounters has been described as particularly challenging by the Korean audience that has already tackled it, so make sure you’re on top form. It’ll include both normal difficulty (item level 1680) and a hard mode (1700). Amazon Games has also been teasing the possibility of an even more punishing variant arriving in the future, so get your practice in now.

    If you’re looking for something else to keep you busy in the meantime, the Arkesia Grand Prix is back and runs until Wednesday July 23, letting you earn coins through races, daily login bonuses, and weekly missions. These can then be exchanged for honing materials, utility items, and even some premium items such as legendary card packs. If you want to get even more fashionable, there’s a new ‘K-Pop Idol collection’ in Neria’s Wardrobe.

    The Lost Ark Abyssal Assault update is live now, and you can play for free on Steam. Take a look through the patch notes courtesy of Amazon Games and Smilegate for all the additional tweaks and balance changes. Then, be sure to catch up on the team’s plans for the new Paradise mode that’s set to offer a dramatic new way to play, designed to be new-player friendly and accessible to all.

    Alternatively, take a look through more of the best MMORPGs to play in 2025, or try one of the best games like Diablo if you can’t get enough ARPGs in your life.

    You can follow us on Google News for daily PC games news, reviews, and guides. We’ve also got a vibrant community Discord server, where you can chat about this story with members of the team and fellow readers.



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  • In Seven Wonders, can I build multiple Halicarnassus B stages in the same age, and thus play multiple discarded cards in the end of the same age?


    This came up last game I played. I purposely built Halicarnassus stages 2 and 3 both in age 3 with the expectation that I would be able to then play two cards from the discard at the end of age 3. Is that allowed?

    Here’s the rulebook entry for Halicarnassus side b – doesn’t seem to restrict using two stage powers the same age?

    The Mausoleum of Halicarnassus

    • the first stage is worth 2 victory points and the player can look at
      all of the cards discarded since the beginning of the game and build
      one for free.
    • the second stage is worth 1 victory point and the player can look at
      all of the cards discarded since the beginning of the game and build
      one for free.
    • when they build the third stage, the player can look at all of the cards
      discarded since the beginning of the game and build one for free.
      Clarification : this special action is taken at the end of the turn in which the
      stage is built. If players discard cards on that turn (for example, during the
      6th turn of an age), the player can also choose from among those cards.



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  • Illusions of Glory 2nd Edition: A Summary – InsideGMT


    Introduction

    Illusions of Glory: The Great War on the Eastern Front (“IoG”) is a card-driven game simulating the First World War in eastern Europe. Its first edition was published by GMT Games in 2017 after the award-winning Paths of Glory, which simulated the entire war in Europe and the Near East in army/corps scale. IoG also came after the popular Pursuit of Glory, which focused on the war in the Near East and the Eastern Balkans in corps/division scale. IoG’s corps/division focus displays the relative strengths and weaknesses of the opposing armies in greater detail than an army/corps treatment does. 

    For those of you planning to attend this year’s ConsimWorld Expo in Tempe this July, you can attend a “Learn the Rules/Play the Game” Session and experience the upcoming Second Edition of IoG. 

    IoG Second Edition Mapboard

    In IoG, the Allied Powers (“AP”) player brings massive forces to bear against Germany, Austria-Hungary, and their allies in the east while trying to avoid a game changing revolution in Russia. The Central Powers (“CP”) player must defeat Russia, hold off Italy, and win the upper hand in the Balkans or face demoralization and rebellion at home. 

    IoG Combat Unit Counters

    Battlefield losses detrimentally affect the Troop Quality of major AP and CP combatants. Excessive troop losses and reinforcement call-ups will degrade their manpower pools and impair military capabilities. Territory losses may drain their National Will and cause domestic uprisings— which includes revolution in Russia’s case. 

    Strategy Cards give a player the choice of several actions—move units, make attacks, strategically redeploy, or rebuild damaged units. Each card also gives the player a choice between these actions and an historical event that provides a powerful and specific action (or combat advantage). 

    IoG Strategy Cards

    Cards give the player Operations (OPS) Points to use in activating spaces containing his units for movement or attack. OPS Points can also be used to strategically redeploy units. OPS Points appear in the upper left-hand corner of the card. If they appear in a yellow square, the Event is played also. If they appear in a red square, the card is a Combat Card whose capability can be used in attack or defense. 

    Two OPS Points Used: One to Attack and One to Move

    Separate sets of cards are provided to the AP and CP players. Each player increases his deck by elevating his War Status from Mobilization to Limited War, and then from Limited War to Total War. Since quite a few cards are discarded once their events are played, the momentum towards Total War builds as the game proceeds.

    War Status Markers on the IoG General Records Track

    There are Summer, Fall, Winter, and Spring Turns representing 3 months apiece. However, this is where the similarity to Paths of Glory and Pursuit of Glory ends. 

    Turn Marker on the IoG Turn Record Track

    IoG can be played by more than two players. With team play, the dynamics of player decision-making and interaction add an enjoyable social element to the game. While this might lengthen the game, the fun of negotiations between players is worth it! 

    The Impact of Cumulative Losses—“Troop Quality”: 

    IoG simulates the drain casualties have on available manpower and a nation’s officer corps. As Russian (“RU”), German (“GE”), Austro-Hungarian (“AH”), and Italian (“IT”) casualties mount, the drain on their national manpower reserves and officer corps is reflected by a Troop Quality Index. 

    Troop Quality Markers on the IoG General Records Track

    Each of these Nations have a Troop Quality Marker that starts at a maximum value. When a GE, AH, RU, or IT corps is destroyed, the Troop Quality marker of that Nation moves –1 on the General Records Track (but the destroyed LCU can be rebuilt). When a GE, AH, RU, or IT corps is permanently eliminated, the Troop Quality marker of that Nation moves –1 on the General Records Track (and the eliminated LCU cannot be rebuilt). If a Strategy Card is played to bring GE, AH, RU, or IT reinforcements onto the mapboard, the Troop Quality marker of that Nation moves –2 on the General Records Track. These reductions will soon vex the affected player. 

    When the RU, IT, GE, or AH Troop Quality marker reaches “Poor Troop Quality”, reinforcements of that Nation are placed on the mapboard with a step reduction for each unit. Things do not get better—they can only get worse! 

    Political Considerations—“National Will”: 

    IoG simulates political upheaval in Germany and Austria-Hungary, in addition to Russia. The loss of home Victory Point spaces and Events may cause Rebellion to break out in Russia, Germany, or Austria-Hungary. These are represented by a National Will Index. 

    National Will Markers on the General Records Track

    Each of these Nations has a National Will Marker that starts at a set value, moves -1 on the General Records Track for each home Victory Point space that it loses, and moves +1 for every home Victory Point space recaptured from enemy control. The National Will Level for each of those Nations is also affected by Events. 

    If downward movement of a National Will Marker reaches the “National Demoralization Level”, rebellion may break out in the that Nation. Rebellion is represented by placing two Uprising Units in that Nation during the Rebellion/Revolution Phase. Uprising Units can cut off supply to combat units, cause CP governments to collapse, and trigger the Russian Revolution. 

    Rebellion Markers in Petrograd and Pskov!

    If all VP spaces in Austria-Hungary are occupied by Uprising Units in the War Status Phase, Austria-Hungary collapses and is out of the war. (Germany does not collapse.) If there is an Uprising Unit in Russia after the RUSSIAN FOOD RIOTS card is played, then comes the Russian Revolution . . . or does it? The RUSSIAN REVOLUTION card must still be played. 

    Strategy Cards Bringing the Russian Revolution

    The Russian Revolution—Maybe or Maybe Not: 

    IoG does not make success of the Russian Revolution inevitable. The game represents the revolution with a Russian Revolution Track having four Stages. During each of the following Rebellion/Revolution Phases, the Revolution Marker moves ahead one Stage on the Russian Revolution Track. 

    However, the Russian Revolution cannot advance Stages if all Uprising Units on the mapboard have been destroyed. This places Russia in a dilemma—either divert decreasingly effective combat units from facing the Central Powers or leave revolution back home unchecked. 

    As the Russian Revolution enters each Stage, the following occurs: 

    • Revolution Stage 1: Russian reinforcement cards can no longer be played. 
    • Revolution Stage 2: Russian units can no longer receive Replacement Points. 
    • Revolution Stage 3: All full-strength Russian units are reduced one step. 
    • Revolution Stage 4: All corps-sized Russian units are replaced by division-sized units. 

    The AP player can suppress the Russian Revolution entirely by playing a LONG LIVE THE TSAR! card when all Uprising Units are destroyed. After it is played, Russian reinforcement cards can again be played, and Russian combat units can again receive Replacement Points. 

    Strategy Cards Suppressing or Hastening the Russian Revolution

    The revolution remains suppressed until the CP plays a FALL OF THE TSAR card when Uprising Units are again placed in Russia. The Russian Revolution restarts, but still cannot advance Stages if the AP player destroys all the RU Uprising Units on the mapboard before the next Rebellion/Revolution Phase. 

    A Russian Collapse Does Not Assure CP Victory: 

    The Central Powers must still fight Italian, British, French, and Serbian units capable of capturing Victory Point spaces. If the CP player presses his advantage against Russia too far by triggering a revolution, the AP can play the TREATY OF BREST-LITOVSK card to end the Russian Campaign, send German units to the Western Front, and weaken the Central Powers’ ability to fight other AP armies in the East. The decision to play TREATY OF BREST-LITOVSK as an Event is momentous because the AP player loses the use a card worth 5 OPS Points or, alternatively, 10 Replacement Points! 

    Although TREATY OF BREST-LITOVSK takes Russia out of the war, it has another role to play against a CP victory. When the CP plays RUSSIAN WAR WEARINESS, the game comes closer to Armistice—and perhaps a CP victory-point win—at the end of each Turn. This effect is canceled by playing TREATY OF BREST-LITOVSK

    In IoG’s Second Edition: 

    (1) The mapboard has been revised to show terrain effects on combat and place names more accurately. There are also more Victory Point spaces. 

    (2) Casualty and reinforcement card effects on Troop Quality have been moderated so that reinforcement step reductions do not occur until 1916, as is historically accurate. 

    (3) The player taking fire must apply as much of it as possible to his units using adaptable guidelines instead of clunky scripted procedures. 

    (4) A unit that is Out-Of-Supply can still move or attack, but its movement and attack strength are minimized. 

    (5) A unit that can only trace a supply line to Supply Sources of other friendly nations can still activate for movement or attack, but at a cost of one additional OPS Point. 

    (6) Only German, Austro-Hungarian, Italian, and Serbian units may attempt to build a Trench in a Mountain space, only one trench building attempt may be made per space in an Action Round, and entrenching is attempted by rolling a die. A unit can move or entrench in the same Action Round, but not both. 

    (7) A defending unit forced to end its retreat in an overstacked friendly space is not destroyed, but is reduced by one step and continues retreating to the nearest friendly-controlled space or region where it will not overstack. 

    (8) Defending units in Forest, Mountain, or Swamp spaces can reduce a two-space retreat by one space by taking a step loss from any of those units, but a one-space retreat from those spaces cannot be stopped except by Combat Card. 

    (9) Defending units in Trenches do not have to retreat, and a retreating unit taking a two-space retreat can stop if its first retreat space is a Trench. 

    (10) Reduced-strength units that take another step loss are destroyed and go into the Replaceable Units Box. Units destroyed by combat when Out-Of-Supply are permanently eliminated. Reduced-strength units that are Out-Of-Supply during the Attrition Phase are permanently eliminated. Reduced-strength units that are forced to retreat into or through a space that contains enemy units, an unbesieged enemy Fort, or an Uprising Unit are permanently eliminated. 

    (11) A unit can move or assemble/disassemble in the same Action Round, but not both. 

    (12) Division-sized units in the Replaceable Units Box that are rebuilt go immediately into the Reserve Box. They can use Strategic Redeployment to go from the Reserve Box onto the mapboard or they can use Strategic Redeployment to go from the mapboard into the Reserve Box. 

    (13) Units that move or retreat into neutral nations are immediately interned to the Replaceable Units Box, but Serbian and Montenegran units entering neutral Albania are not interned until the end of the Action Phase and may use Strategic Redeployment to leave neutral Albanian ports. 

    (14) If a nation’s National Will reaches the National Demoralization Level before the Rebellion/Revolution Phase, the opposing player can immediately place two Uprising Units in separate spaces and/or regions of that Nation. 

    (15) If a Strategy Card cannot be played for its Event, it can still be played for its War Status Points. 

    Conclusion: 

    These features create a play-balanced game that is relevant, fun, exciting, challenging, and tense. You will enjoy playing the Second Edition of Illusions of Glory: The Great War on the Eastern Front




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  • How do Water Crystal and Mind Funeral interact?


    What happens when you play Mind Funeral with a Water Crystal in play?

    Mind Funeral:

    Target opponent reveals cards from the top of their library until four land cards are revealed. That player puts all cards revealed this way into their graveyard.

    The relevant part of Water Crystal:

    If an opponent would mill one or more cards, they mill that many cards plus four instead.



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  • Definitive Dead Spells Tier List [Vampire Mansion]

    Definitive Dead Spells Tier List [Vampire Mansion]


    Updated: We last updated the Dead Spells tier list on May 21, 2025.

    Classes in Dead Spells offer unique bonuses that can completely shift your playstyle once you get them. However, with so many classes available, it can be hard to figure out which ones are worth buying and rolling for. To help you spend your Burgers wisely, we prepared the following Dead Spells tier list.

    Dead Spells Tier List

    In our Dead Spells tier list, we ranked all classes based on how good they are both for beginners and more experienced players. The rarest classes, Necromancer, King, and Defected Shogun, are without a doubt the best classes currently available. However, when you look at all other classes, there are hidden gems in every rarity tier. For example, Goblin is a fantastic class, even though it is one of the cheapest classes you can get in Dead Spells.

    When ranking each class, we considered the following factors:

    • Passive abilities
    • HP, Damage, Regen, and Speed bonuses
    • Starting items
    • Viability in later parts of Raids
    • Survivability

    Dead Spells Class List

    Below, you can find a list of all classes in Dead Spells, sorted according to their positions on our tier list. We included some pros and cons of each class to give you more context behind their ranking.

    S-Tier Classes

    A-Tier Classes

    B-Tier Classes

    C-Tier Classes

    Class Passives Starting
    Items
    Pros & Cons Price
    ApprenticeMage class from the Dead Spells Roblox experience.
    ApprenticeMage
    • Increased mana regeneration CrudeWand
    ManaPotion x2
    WizardHat
    + Very good starting gear
    Not that good overall
    100🍔
    RiskTaker class from the Dead Spells Roblox experience.
    RiskTaker
    • None Dice
    PitchFork
    TopHat
    + Can get random items from the Dice
    + Decent starting gear
    No passive abilities
    Loot from the Dice is very random
    2,000🍔
    Mushroom class from the Dead Spells Roblox experience.
    Mushroom
    +300% Regen
    +50% HP
    65% Damage
    PitchFork + Insane regen and HP buffs
    + Amazing survivability
    Equally insane damage debuff
    Negative DPS 💀
    150🍔
    Adventurer class from the Dead Spells Roblox experience.
    Adventurer
    • None PitchFork You will never use it 0🍔

    How to Reroll and Unlock Classes in Dead Spells

    Preview of the Class Reroll menu with the option to buy a specific Class highlighted on it in the Dead Spells Roblox experience.
    You can instantly unlock a specific class without relying on luck by buying it using Burgers.

    There are two ways to change your class in Dead Spells: rerolling and buying classes. Rerolling your class costs 10 Burgers, and every 10 rolls, you are guaranteed to get an Uncommon or better class. Every time you reroll your class, you will have to confirm whether you want to keep your old class or the one you just rolled.

    Now, you can also just buy a class you want by using the “Buy” button on the right after you select a specific class. This option is convenient because you don’t have to rely on luck to get the class you want. For example, the chance of getting a specific Mythical class is 1 in 1,250 rolls. So, you need ~12,500 Burgers to get it when rerolling, while buying it outright costs you 7,500 Burgers.

    That is it for our Dead Spells tier list. Feel free to share your opinion on the best class in Dead Spells in the comments below. If you want to get some free Burgers and buy yourself a top-tier class right away, then make sure to check out our Dead Spells codes.


    Dead Spells Tier List FAQs

    What are the best classes in Dead Spells?

    Currently, the best classes in Dead Spells are Necromancer, King, Defected Shogun, Giant, Goblin, and Ghoul.

    What classes have the best starting gear?

    Classes with the best starting gear are Defected Shogun, Necromancer, Samurai, Warrior, and Noble.

    How do you farm more Burgers in Dead Spells?

    You can farm Burgers in Dead Spells by completing raids and redeeming codes.


    The Escapist is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy



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  • Picking & Choosing

    Picking & Choosing


    My job is fun. I don’t mean that I have fun doing my job (although I do), but rather that I am in the business of fun. After a year of working at the Treehouse, I’ve helped hundreds of customers find the games they need at any given moment. It really is the best part of my job, but it’s far from easy.

    Thing is, and I’m sure this won’t be a surprise, there are so many games to choose from. Our library is edging its way towards 500 titles, a drop in the ocean compared with the astonishing number in existence (Board Game Geek recently passed the 100,000th game in its database), but more than enough to make deciding what to play a substantial challenge. When you’re so spoilt for choice, who is there to help you navigate the treacherous waters of indecision? Enter the courageous and handsome staff members of The Treehouse! One of our main jobs is recommending games for groups, and we’ve gotten really good at working out what kind of group is going to enjoy what kind of game. It’s part interrogation, part psychological puzzle, and part test of games knowledge.

    The Treehouse library

    To begin with, we have a lot of old standbys. These are games that we feel confident recommending to a majority of groups, for a variety of purposes. We often recommend a quick game to start people off – Ghost Blitz, a real-time deduction game of grabbing, is a reliably silly time for most sizes of groups, and is both easy to understand and loosens people up. Most of our customers are from outside the gaming community and are understandably a little intimidated by the towering wall of cardboard and rule books that is our library,  so games which offer a simple concept that people can’t help but get invested in are invaluable. Tsuro and Timeline fit similar niches, so we find ourselves recommending those a lot.

    Things get harder when it comes to the “main course” – the game that customers will spend the majority of their time playing. This depends a lot on the group – it’s not uncommon for customers to come to us sceptical about this whole board gaming thing (I’m with them, it’ll never catch on) so we try to gauge their mood and choose appropriately. A five-player group in the mood for something lightly strategic? Perhaps Colt Express, Escape From The Aliens In Outer Space, or Forbidden Desert. Two customers who look like they might be on a first date? Either something co-operative (Pandemic is always reliable) or hilariously aggressive (Azul), nothing in between. Established couples get either Sherlock Holmes: Consulting Detective or Fog of Love, if they have enough time. That’s another big factor – do they want to spend two hours on a single game on a night out? More often than not, the answer is no, so we usually shy away from the heaviest games.

    By far the easiest group to recommend for is big parties. Seven or eight is the magic number, because games like Deception: Murder in Hong Kong, Codenames, Spyfall, and (if they’re a little tipsy) Dead Last are guaranteed to draw players in . If anything I wish there were more party games at the lower player counts – something like Secrets is close, and works well at four players, but is often too complex. That’s not to say the group who are playing it couldn’t understand it, but that their interest might wane faster than understanding dawns. I always worry a little bit about patronising customers, but we’ve found that a lot of them genuinely want to be reassured, and if they’ve had a good time by the end then I think I’ve done my job okay.

    “Somebody’s lying here, and it might be me…” Deception: Murder in Hong Kong

    Of course, people do actually have to accept our advice for this to work out. Because this is the UK, it’s more common that we approach befuddled-looking customers at the shelves rather than them coming to us, and sometimes they’ll defer our offer, saying that they’re fine. That’s okay, of course, and it saves us a job, this scenario often ends with the  group picking up Monopoly or Scrabble, and then not returning to the cafe because they haven’t gotten anything out of it they couldn’t get at home. That always makes me a little sad, but not as sad as when I’ve recommended and taught a game to see it returned to the shelves five minutes later in favour of Guess Who. Again, that’ll always happen sometimes, and we’re not always going to find the perfect game  to engage everyone first time, but it always feels like a missed opportunity.

    Heavy gamers rest assured, the big games get their dues too. Last year we had a lot of groups come in specifically to play Scythe – they had read about it online and wanted to give it a try . I always try to recommend TIME Stories to groups of three or four, as it’s perfect for an environment where you can feel good about only playing it once. As the Shut Up & Sit Down review said, that’s a hard game to justify buying at full price, but with a board games cafe you don’t need to! I’m always trying to foist Alchemists onto groups who  say they want something weighty, and they always start off looking intimidated by all the actions and are super intensely into it by the end.

    But those groups are few and far between, and we’re cautious to recommend complex games unless people specifically ask for them. The reason why goes back to the experience level of customers – if they’re going to be bored they aren’t going to come back. Yes, sometimes a group comes in knowing exactly what they want to play – we memorably had a stag party last week who spent nine hours playing Twilight Imperium – but this is a small minority of our customers.  A larger number have had a go at Catan or Ticket to Ride, and they want to know what’s next. Others are being dragged along by a single enthusiastic colleague/family member, and they don’t know or care to know the first thing about board games. Many of you will have been that enthusiastic hobbyist trying to bring people into the cardboard fold, so a lot of these reactions will be familiar to you. I think that impulse to get people excited about board games is so common because it’s an inherently social activity – you need people to play with you, and the more the better – so it makes sense that evangelism is such a big part of the hobby.

    Me in evangelical mode, teaching Two Rooms and a Boom

    At work, I try to do it every day – take at least one person who walked into the cafe expecting chess and Monopoly, and send them away enthusing about Sagrada, Flick ‘em Up, or Sheriff of Nottingham. It doesn’t always happen, but when it does it’s like a switch has been flicked . First impressions are so important, and that’s why we spend so much time thinking about how to ease out customers into the hobby.  The earlier comparison to libraries is appropriate, because the thing that make libraries great (especially in the modern age) is the staff. People who know their shelves like the back of their hands, and are always willing to help find what you want, even if you don’t know what you want. Yes, machines can do that too, but only to a certain extent. When I was younger I wanted to be a librarian (because of Matilda, obviously), and I seem to have stumbled toward that direction quite by accident. Which really begs the question, where’s my board-game-based telekinesis? Eh Dahl? Eh??

    Patrick Lickman



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  • Lies of P is getting difficulty options, but devs assure that it’s still as hard

    Lies of P is getting difficulty options, but devs assure that it’s still as hard


    We recently attended a Q&A session at Lies of P Overture‘s preview event, where game director Choi Ji-won revealed that two easier difficulty levels are being added to the base game, alongside two harder modes for boss rush. While he assures us that the Bloodborne-esque, Victorian-themed adventure “is always [going to be] hard,” the move will open up the game to a whole slew of new players, while the additional boss rush difficulties challenge soulslike veterans.

    The topic of difficulty came up a few times during the session which, in many ways, makes sense. At its core, Lies of P is a soulslike game and, by definition, it’s supposed to be as hard as nails. Adding different challenge ratings somewhat flies in the face of the very essence of what these games are meant to be.

    YouTube Thumbnail

    Choi confirms that the reasoning behind the decision is to open the game up to a wider player base in an attempt to capture the audience that likely wrote it off as being too much of a challenge. More people playing can only be a good thing and, given Lauren’s glowing Lies of P review, they won’t be disappointed.

    He also jokes that the game “is always difficult,” but states that titles like Lies of P aren’t about being needlessly difficult, but instead creating a sense of accomplishment in players when they finally “figure it out,” whether that be a tough boss or tricky area.

    On the opposite end of the spectrum, Lies of P’s boss rush mode is getting even harder, with two new difficulty settings that ramp the pressure up to eleven.  Defeating these fearsome foes will net you various exclusive rewards, so if you really want to prove that you are, in fact, Krat’s finest warrior, you can do so.

    A young boy with dark hair fires a bow at a monster in the sky as the Northern Lights shine

    But, while the difficulty changes are certainly the headliner, I had one question in mind:  why is Overture a prequel, and does it have anything to do with the multiple endings and not wanting to commit to which one was canon? I put this question to Choi.

    He confirms that Lies of P’s branching storyline has nothing to do with this decision. Instead, the reason Overture is a prequel is because there was a lot of content that simply didn’t make it into the base game. With Overture included, now Lies of P feels like a “complete version” of Choi and the team’s vision.

    YouTube Thumbnail

    Lies of P Overture is set to release sometime in 2026 and will cost $29.99.  You can wishlist it here. A free update is also coming to the base game that will introduce a host of fresh features, including the aforementioned difficulty settings and a new Boss Rush mode.

    In the meantime, however, check out our list of all the best action games if you’re looking to get back into practice. Or, if you’re wondering where Overture fits in your gaming timeline, we have a rundown of all the upcoming PC games for 2025 and beyond.

    You can follow us on Google News for daily PC games news, reviews, and guides. We’ve also got a vibrant community Discord server, where you can chat about this story with members of the team and fellow readers.



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  • Interaction between Zurgo, Mobilize ability and its tokens


    I’m using Zurgo, Thunder's Decree, and my question is about mobilize and the Tokens.

    The token gain any ability?

    If I have mobilized tokens from past turns, and Zurgo leaves the battlefield, do they stay or they are sacrificed?



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  • The Treehouse Podcast for October 2018

    The Treehouse Podcast for October 2018


    After a touching father-son moment, the team sing the praises of Century: Eastern Wonders, interview megagame designer Jon Gracey, and guest game guru (and local astronaut) Joe Bernard brings in the surprisingly sleek Small World.

    Links:

    The Treehouse

    Century: Eastern Wonders on BoardGameGeek

    Jon Gracey on Twitter

    Small World on BoardGameGeek





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