Players are represented by explorers - each with a unique background story, illustration and a set of abilities that distinguish them from the others.
Explorers have their starting weapon, but it's of utter importance to utilize the surroundings and try to salvage whatever one can find.
Besides items, explorers can initiate peculiar events, solve side quests, activate special locations and interact with each other. They may even contribute and help each other make that final, desperate push toward their goal.
Monsters hit hard. Even the starting ones can easily force the party to re-evaluate their strategy or be eviscerated, mercilessly.
There are 37 unique monsters, divided over 4 levels.
Lovecraft's Cthulhu mythos may have spawned the initial representations, but the strange and dark world of Machina Arcana has warped them into something even more sinister and tangible, fully bent on destroying the bewildered party.
There are a huge number of items available, but truly interesting are their combinations and alterations. We have incorporated many steampunk flavors and they excel when it comes to our treasure mechanics.
There are 4 types of items: apparel, artifact, consumable and weapon.
Each item types comes in 3 levels.
Units move and play their abilities within the map tiles. Every map tiles is a 10x10 grid with 4 possible exits on each side.
Map tiles not only provide the space through which units move, but more importantly they offer many different means of escaping, slowing monsters and destroying them - even without items.
At the start of a game, players choose the scenario they would like to play. A scenario may have its own event, item, explorer and monster cards that are shuffled with core cards to give the additional flavor while playing the game.
At the end of each scenario a party will play an endgame - a conclusive battle that defines whether or not doom will prevail. It is a special type of mini game, with its own map tile and special rules that you as a party need to defeat (or be defeated by).
Events greatly influence the game - they enable explorers, and the forces of Horror to invoke peculiar incidents.
There are two types of events: explorer and horror; and each of them, besides having some effect on the game, serve as a narrative element for an even greater immersive gaming experience.
Some events can be ongoing, which means their effect continues to influence the game for some time. Additionally, some events serve as quests and they give explorers a chance to complete the card's condition in order to resolve its reward effect.
"It was hard to believe that a game could replace it but I'm eager to see and own the final version of Machina Arcana ~ From Beyond."
"Juraj Bilic and his team have done an excellent job improving an already great game."Read more
"A lot of games are tackling Cthulhu nowadays, but I don't know if I can name another one that delves as deeply as Machina Arcana does into the extended mythos."
"It offers a stiff challenge, without being overly unfair or random, and it has a satisfying story structure that brings its system together nicely."Read more
"There's a lot going against you, but you've got a lot going for you as well. It will feel like an epic battle between good and evil from the very first round."
"The rulebook, while long, is truly masterful. It could not possibly be more specific and clear."Read more