We love all sorts of games at Muse! Our big focus is on miniatures gaming, but we enjoy cardgames, boardgames, video games…all sorts of games in fact! So do our content producers, we have some fantastic articles, podcasts and videos which will show you how these games are played, and maybe give you some ideas for what to pick up next!

Introducing Breachstorm – Sci-Fi Skirmish Action!

Posted by on 8:47 pm

Hey everybody!  I’m Trevy and I’m excited to introduce you guys to Breachstorm; the new sci-fi miniature game I’ve been lucky to be developing in for the better part of the last year. 😀 Dafuq is a Breachstorm? Breachstorm is a 35mm skirmish game that pits small teams of 6-8 miniatures against each other on a 3’x3′ board as they compete to accomplish specialized objectives.  Your team will be composed of elite commandos that can be personalized with their own set of abilities using special trait upgrade cards. The game is designed to play quickly while remaining as deep as other miniature games; a full game of Breachstorm can be played out in under an hour!  The games’ low model count means that it’s easy to collect and play out of the box; a faction starter box will contain a whole tournament-legal team! So what makes Breachstorm so cool? Besides its awesome universe and sweet minis; Breachstorm is designed to be 2d-terrain friendly for easy setup/transport, and its unique terrain template and objective card system to give players total control of the battle they fight. Players choose a set of asymmetric objectives when they build their list, then take turns placing terrain templates on the board before each game to try and gain an edge before a model even sees the table. We’ve also obsessively designed a unique dice mechanic that creates tons of exciting moments and gives players interesting tactical options within each individual attack, while reducing the impact of crazy good dice What factions will there be? We have four factions designed for the first wave of Breachstorm; each has their own unique options, mechanics and feel (all the sculpts we currently have are first-drafts and will change a little bit for their final versions). The Homeworld Confederacy is a highly advanced human faction that focuses on ranged attacks and tight teamwork.  Confederate teams are able to take advantage of cascading buffs and debuffs to build massive combos and take down the most elite enemies with their powerful railgun technology. The Zhren’thrar Prides are a felinoid alien race and focus on close combat, including powerful, short range plasma weaponry and melee attacks.  Guided by a strong code of honor, Zhren’thrar warriors are inspired when their comrades achieve glorious deaths in battle, becoming even more powerful if they’re shot down! The other two first wave factions will be stretch goals on Breachstorm’s Kickstarter campaign; you’ll be able to check out their full rules during the game’s open beta (launching March 1st), but the sculpting/casting will be funded by the campaign. The Orian Conclave is a reptilian extraterrestrial race that possesses technology and unique psychokinetic powers far beyond those of the “less evolved” races.  Orian teams are small compared to other factions’, but their elite Prelator commandos are able to alter their stats during the game using their advanced Adaptive Combatskins and radically alter the board-state with their telekinetic abilities. Lastly, the Volucrid Host is a totally alien force of insectoid organisms that brings large teams of vicious combat strains that are strong in numbers.  Volucrid crawlers attack in waves, consuming other host organisms for more power and using the very bodies of their fallen comrades as resources! Want to give it a try for free!? The Breachstorm open...

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A Larger World – X-wing Miniatures Podcast (Episode #001)

Posted by on 3:58 pm

    Welcome to the debut episode of the “A Larger World” X-wing Miniatures podcast. This is a podcast focused on helping new players get started on the X-wing Minis game, with content that will also interest players of all experience levels. In our first episode, we breakdown the differences in the three factions and go over what you need to consider when making your first purchases.  ...

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The Joy of Playing: Ep 2 – “I’d Like to Welcome You…”

Posted by on 6:30 am

Continuing our series on bringing joy back to gaming, David “DC” Carl, Jeff Easterwood, and MenothJohn come together to discuss welcoming people to gaming. What games are most welcoming? How can you be MORE welcoming to new players? Where do things go wrong and how to encourage new people to play. Its a great conversation and we hope you will enjoy it! Check out DC at Clockwork Phoenix Games and at the Your Turn Next podcast. Check out Jeff at the Your Turn Go podcast Check out MenothJohn over at the Painting with MenothJohn Twitch channel or on his FB HERE Podcast: Play in new window | Download (Duration: 53:03 — 36.4MB)Subscribe: Android |...

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Engineers service manual – Salvo

Posted by on 5:00 am

Salvo, the Marksman Overview Salvo is similar to Ballista in that he is a tool box player. Faster, less durable and perhaps a little less dependable than Ballista, Salvo brings a lot of flexibility to the Engineers line up. He works well within Ballista’s aura and has the greatest potential to generate momentum using character plays from the Engineers roster. Salvo also makes a great back up striker when the opportunity presents itself. Stats Fast for an Engineer, Salvos speed is further enhanced by easy access to dodges. His TAC is relatively poor with limited momentous potential from his playbook (especially against models that don’t have the ball). Salvo is an average kicker, but still capable when the time comes. His DEF, ARM and hit points are all average, which among the engineers line up makes him somewhat fragile. Traits and Plays Pumped- once per turn Salvo can use bonus time without spending a point of momentum. Often this helps him get that important character play off against a player with a decent DEF. But it also has great use for improving his goal scoring. Swift strikes- Salvo can make a 1″ dodge after causing damage to an enemy model, which coupled with his two character plays makes him very agile. This trait is great to use for hit and run tactics (along with Ballistas Second Wind this can become a team tactic), to gain better position for the next turn, or perhaps to get out of engagement and go for a pass or goal attempt. Kick Bolt- for a cost of 1 influence and with a range of 6″, the first of Salvo’s character plays causes 2 damage and a 3″ push. A successful Kick Bolt will trigger the Swift Strikes dodge and can be a source of momentum if Ballista is nearby. With a cost of 1 there are positives and negatives to consider with this character play. On the plus side you have the potential to push a player up to 9″ away from their starting position (watch those wings), this is situational and you will likely need to make use of both the swift strikes dodges and Salvo’s advance to get the full 9″ push (unless you were base to base at the start of his activation for example). The Kick Bolt push couples nicely with Ballistas legendary play Minefield, against a non tough hide player Salvo can cause 9 damage! (3 lots of 2 damage from the kick bolts and 1 for each push through the minefield, or add Tooled Up from Rage and turn up the pain even further). The negative on this play is that a dice pool of 1 dice makes it somewhat unreliable, especially against high DEF players. Pumped or traditional bonus time can help, as can using Salvo’s second character play Floored Bolt first. Floored Bolt- also a cost 1 range 6″ character play, causes 1 damage and the knocked down condition. Again as it causes damage there is potential for gaining momentum from Ballistas aura and of course dodges from the Swift Strikes trait (even against tough hide models as the damage is caused and then reduced). Floored Bolt has a variety of uses, from knocking a player down so that they can be hit by other character...

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Your Turn Next 7 – What We’re Playing

Posted by on 1:52 pm

As gamers, we’re always on the lookout for the next great game experience. In this episode, the four hosts each chat about one traditional game and one video game that they’ve been playing lately. What games have you been playing lately? Do you particularly enjoy (or hate) any of the games we discussed on the show? Let us know on Facebook or by sending an email to: Podcast: Play in new window | Download (Duration: 40:33 — 46.4MB)Subscribe: Android |...

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Your Turn Go! Donuts & Cat Shenanigans

Posted by on 9:24 am

Talk about donuts turns into video games. Also a visit from Jeff’s cat Jango Fett! Download the episode here, subscribe via the RSS feed (see link at the top of the page), find us in iTunes here, or look below the video to listen to the episode! Podcast: Play in new window | Download (Duration: 30:12 — 41.5MB)Subscribe: Android |...

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Your Turn Next 6 – Skill, Luck, and Social Game Elements

Posted by on 4:13 pm

The varying balance between skill-, luck-, and socially-based game elements leads to a broad range of gaming experiences. Games range from strategy-heavy miniatures games to story-heavy role-playing games to luck-based gambling games and everything in between. After the latest Clockwork Phoenix Games blog, Three Element Alchemy, the Your Turn Next team turned its attention to the balance between these elements. What games do you think have a good balance of skill, luck, and social elements? What mix of these elements do you personally prefer? Let us know on Facebook or by sending an email to:   Podcast: Play in new window | Download (Duration: 40:00 — 45.8MB)Subscribe: Android |...

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Crippled System Episode 125: Zappity to the Grumble

Posted by on 2:09 pm

Intro Announcements Bullet Dodger is worst spell ever New release talk Huge Zappity Grumble Recommendations Hosts: Andy W, Brian G, Brian K Special Guests: Ethan our youtube channel: Twitch Channel – Broadcasting approximately 6 PM Central Sundays Movie Pain Train! – Movie preview/review rants! email us at Like us on Facebook! Follow us on Twitter! Follow @CrippledSystem Podcast: Play in new window | Download (Duration: 1:36:44 — 66.4MB)Subscribe: Android |...

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Your Turn Go! Archer Producer Casey Willis, Part 2

Posted by on 12:48 pm

Casey joins us at the Embassy Suites in downtown Indianapolis during Gen Con 2015. The final part of this conversation will be aired in two weeks. Next week’s episode will be a normal (if that’s what you want to call it) show. Download the episode here, subscribe via the RSS feed (see link at the top of the page), find us in iTunes here, or look below the video to listen to the episode! Podcast: Play in new window | Download (Duration: 29:53 — 41.0MB)Subscribe: Android |...

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If You Build It, They Will Come #1

Posted by on 3:00 am

In this Muse on Weekends series, I’ll be talking about my experiences of running conventions, the advice I received and wish I’d received, and the preparations for the upcoming Irish Masters in 2015. Part 1: Running Conventions Is Easy, And Other Lies   I think every gamer who has been to a convention has had a dream of starting their own. If it’s a good one, a convention always has a lightning in a bottle moment, when things coalesce and people have enduring great memories. On the way home, especially if you’re driving, I find the conversation inevitably turns towards how the convention was run and what the occupants of the car would do differently. After that corner is turned, the talk picks up pace, starts to roll, and sooner or later somebody is bound to say, “We should totally start our own convention!” Where do you go from there? In 90% of cases, nowhere. The example above comes from How I Met Your Mother, where the incorrigible Barney Stinson is forever making resolutions and declarative statements. I had a good few friends like that when I was about 17, and when I’ve had a few drinks I usually lapse into this state. It’s pretty addictive – you get seized by an idea and planning things in a state of excitement is one of the best conversations to have. This is the Platonic realm of convention-running, where you are running the best possible convention in the best of all possible worlds. Everyone will show up, everything will run smoothly, and your convention will become one of those long-running, well-loved staples of the gaming scene.   Waking up the next morning with a sore head and finding you’ve written plans all over your bed sheets is hard, most of all because in the harsh light of day you know it’s not that easy. First of all there’s the money. Hiring the hall is the number one expense of a convention; even if you can pay after the event is over you still have a couple grand looming over you. Things like table rental, transport, production, etc. all cost money, and if you’re an individual it’s probably more than you’ve got to spare. Second, you’ve got to have people to help you. While it is possible to run a big event by yourself, for the sake of your mental and physical health I’d recommend against it. Your friends might have been really enthusiastic while you all had a few drinks in you, but now that they’ve gotten back to reality they’ve probably realized you are not the inspiring leader they thought you were at 2 in the morning when you suggested a late night burger. And finally, the biggest hurdle: do you actually want to do this? Embark on a few months to a year of constant low-level organization, followed by a few weeks of frantic activity, and finally a weekend of running to and fro like a headless chicken? Conventions are great fun for attendees, and if you’re running them well the buzz will keep you going. But if you’ve forgotten something, or attendance is disappointing, it can be a let-down even after all your hard work. It is hard work, and the big question is whether it’s worth it....

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