von BK-Christian | 05.03.2025 | eingestellt unter: Fantasy

The Witcher: No Man’s Land Preview

Monster Fight Club haben neue Infos zu ihrem Witcher-Skirmish veröffentlicht.

The Witcher No Man's Land Monster Fight Club 1

The Witcher: No Man’s Land™

Step into the dark and dangerous world of The Witcher: No Man’s Land™, an exciting new miniature skirmish game set in The Witcher universe, officially licensed from CD PROJEKT S.A. and based on Andrzej Sapkowski’s iconic series. Whether you’re a seasoned tabletop gamer or a newcomer, No Man’s Land offers a thrilling, fast-paced experience perfect for fans and new players alike.

The Witcher No Man's Land Monster Fight Club 2

Your games of No Man’s Land™ begin with an epic 2-player starter set designed to let you start playing quickly and easily, whether you are an experienced tabletop skirmish player or a fan of the universe looking for a great new game to play with your friends.

The Witcher No Man's Land Monster Fight Club 3

Start Playing quickly with the 2-Player Starter

The Witcher: No Man’s Land™ 2-Player Starter includes everything you need to start playing. Including two miniature warbands, two monster miniatures, a 22″ x 30″ playmat, scenery, cards, dice, tokens, rulebooks, two miniature warbands, and two monster miniatures.

No Man’s Land™ is powered by the fast-paced [RE]action System™ game engine where players can act and react in organic, free-flowing actions. No rounds, no phases provide a fast and cinematic experience. As your characters take hits and get wounded, their abilities degrade–encouraging decisive action and quick action.

Warbands & Monsters

The Witcher: No Man’s Land™ 2-Player Starter includes two complete miniature warbands with character and tactics cards to represent gear, spells, and abilities. It also includes two monsters that your warbands may need to face (or hunt!) as a component of your battles.

While we’ve included recommended configurations for your two starting warbands, No Man’s Land™ features a factionless system allowing you to build varied rosters and diverse forces from game to game.

The Witcher No Man's Land Monster Fight Club 4

Geralt’s Warband

Geralt’s prebuilt warband is themed around the a small town mustering, perfect for defending the town from rogue bandits or to slay a griffin that’s been terrorizing the surrounds.

This warband features a Resolute Farmer (no doubt seeking vengeance for a slain friend) supported by the town’s rugged Blacksmith. Magical support is provided by a Brazen Sorceress and an Eager Surgeon joins the band to tend to their wounds. All reluctantly led by the legendary Witcher Geralt.

The Witcher No Man's Land Monster Fight Club 5

Letho’s Warband

Letho’s prebuilt warband is fill with professional killers. Whatever their their true motives, death and suffering are sure to be left in their wake.

This warband is led by Letho of Gulet. He is joined by a pair of deadly warriors with the Gruff Captain and Dutiful Solider, whose melee skills are supported from afar by an Astute Crossbowman; while an Authoritative Priest protects their souls and provides a veneer of legitimacy.

The Witcher No Man's Land Monster Fight Club 6

Griffin and Striga

Along with the two warbands, in the box are a ferocious griffin and terrifying striga.

Monsters in No Man’s Land can affect the game in many ways: appearing as wandering threats to both warbands, in tailored scenarios, and even as part of semi-cooperative hunts!

Infos zum Gameplay:

The [RE]action System™

No Man’s Land™ leaves the traditional rulers and tape measure behind. Instead, it introduces the [RE]action System’s™ Limiter based movement and range system; where your characters’ attacks and movement depend on the quality of their actions.

Characters have green, yellow, and red actions. Depending on what color action you’re taking, you’ll roll a different size die or move a different distance. Choose your actions wisely, Green, Yellow, and Red Actions all have different chances to succeed!​ As characters take wounds, their actions turn red–and the red action dice is only six-sided. In this dire state, your chances for both critical success and failure increase, leading to cinematic and dramatic moments.

​When characters are wounded, they don’t just stand there and take it–they [Re]act! Counterattack, dodge, or use one of their special abilities.  You won’t survive to see your next hunt if you just stand around!

The Witcher No Man's Land Monster Fight Club 7

Characters

Each character in The Witcher: No Man’s Land™ is represented by a character card.

The characters‘ cards are the core of the [RE]action System™. They tell you how many actions a character has available, what their skills are, and what special abilities or gear they have.

Some characters are fearsome warriors, some are cunning thieves, and others are powerful mages. It is up to you to mix their various strengths and weakness together to build a team that can face the challenges ahead.

The Witcher No Man's Land Monster Fight Club 8

Tactics Cards

When building your force you will be able to choose Tactics cards for its characters. Tactic cards cover the various special abilities, weapons, gear, and spells that your character take into battle.

Each Tactic has a keyword that may limit who may take it. Tactics with only the Gear keyword can generally be taken by any character. However, spells like Hurl Flame can only be taken by characters with the Mage or Priest keywords. While abilities like Survivor can only be taken by hardy characters such as Folk and Soldiers.

The Witcher No Man's Land Monster Fight Club 9

Monsters

Like characters, monsters are represented by a card that expresses its skills, abilities, and attacks. However, monsters are not controlled by any player. Instead, they are governed by an Instinct card.

The color bands on the Instinct card each indicate a range on the Limiter: white (reach), red, yellow, green, and black (long distance). During a monster’s activation, measure to the range to the closest non-monster model. That model is the monster’s Focus. Then, perform the behavior indicated on the appropriate range band. When sighted by an enraged griffin, running is advised!

Instinct cards can also provide the monsters with a bonus to one or more skills, increasing their threat.

Each monster has a Base Instinct, which is the Instinct they typically use in the game. This Instinct is not your only option though! No Man’s Land includes multiple instinct cards that can be used by any monster, allowing you to dramatically vary their behavior from game-to-game and face stalking griffins, territorial strigas, and more.

The Witcher No Man's Land Monster Fight Club 10

Skills

When a character takes an action, they roll the color die that matches the action token they used. Taking a green action? Roll a twelve-sided green die. Taking a yellow action? Roll an eight-sided yellow die. The higher your roll, the greater your chance of your action succeeding. Plus, every roll has a chance of a Critical Success or Failure.

After rolling, characters add their skills to their dice rolls. So the higher their skill, the better chance they have of success when taking an action that uses that skill.

When you take actions, you’re often targeting a rival and they have something to say about it. When affected by an action your target also rolls a die and adds their skill. An action is successful when your dice roll beats your target’s result.

Not all actions are attacks, but successful attacks wound their target, turning one of the target’s actions red. If you take a wound when all of your action tokens are already red, you’re taken out–your body sure to be looted!

The Witcher No Man's Land Monster Fight Club 11

Loot Cards

The battlefields, dungeons, and cities of The Witcher: No Man’s Land™ are a dangerous place. It is only a matter of time before even the mightiest character finds themselves as a feast for the carrion crows.

When a character is taken out, they leave behind a Body token which other models–friend or foe–may Loot. Looting a body allows you to draw from the Loot Deck to discover your grisly rewards. Did the hapless fallen carry something of worth that will help you turn the tide of battle? Or do they simply carry a Lucky Rock, a superstitious charm, that obviously proved not so lucky for its original bearer.

The Witcher No Man's Land Monster Fight Club 12

The Limiter

The Witcher: No Man’s Land™ uses a measuring system unique to the [RE]action System™ – the Limiter. The Limiter is divided into three areas, matching the three colors of the action dice and tokens: red, yellow, and green.

When you’re taking movement actions, you can move a distance along the Limiter equal to the color of the action you took. So if you use a valuable green action to move, you’ll be able to sprint much farther across the board than you could with a red action.

The Limiter is also used to measure ranges. Each action has a range bar pictured above the action’s effect. Your target must be within that range. Anything beyond the limiter is black „long distance“ in range.

[RE]actions

Your rival isn’t doomed to just watch you kill their models. If your action successfully wounds your target, your target will have a chance to [RE]act! If they have any unspent actions, they can react and counterattack, dart away, or use a special ability. If they counterattack, they must target the rival that wounded them. Moving away after being wounded may prevent you from being wounded again before that character can act.

The Witcher No Man's Land Monster Fight Club 13

Control the Battle

At any given time, one player has Control of the battle. The character with Control is the one who is currently taking actions with one of their characters. You lose Control when your active character runs out of actions. Characters can also try to activate other friendly characters.  When your rival has control of the battle, you can attempt to take control with a [RE]action!

This creates fast-paced back-and-forth gameplay, where control of the game passes back and forth without getting bogged down in phases, upkeep, and accounting.

The Witcher No Man's Land Monster Fight Club 14

Only the Beginning

The Witcher: No Man’s Land™ 2-Player Starter is only the beginning of your adventure. The launch of the game will be fully supported for both fans and retailers with additional expansions for warbands and characters, plus organized play, campaign play, and much more. Be sure to sign up below, so that you don’t miss a single update!

Quelle: Monster Fight Club

BK-Christian

Chefredakteur und Betreiber von Brückenkopf-Online. Partner und Spieldesigner bei NeverRealm Industry. Seit 2002 im Hobby, erstes Tabletop Warhammer Fantasy (Dunkelelfen). Aktuelle Projekte: Summoners (alle Fraktionen), Deathmatch, Deadzone/Firefight (Asterianer und Enforcer), diverse Raumschiffe und allerlei Mechs.

Ähnliche Artikel
  • Blood Bowl / Fantasy Football
  • Patreon

Punga Miniatures: Cirque de Sang Lune Support Staff

05.03.2025
  • Fantasy
  • Patreon

Davale Games: Patreon Neuheit

05.03.2025
  • Warmachine

Warmachine: Gravediggers Vorbestellung

04.03.202525

Kommentare

Schreibe einen Kommentar

Deine E-Mail-Adresse wird nicht veröffentlicht. Erforderliche Felder sind mit * markiert

I accept that my given data and my IP address is sent to a server in the USA only for the purpose of spam prevention through the Akismet program.More information on Akismet and GDPR.