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The Thinning Veil - Red Mist

Par Triskelion Games

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Red Mist est un jeu d’escarmouche avec figurines qui se déroule dans l’univers de « Thinning Veil ». Chaque joueur contrôle le destin de sa bande de guerriers, se battant pour l’honneur et pour accéder au statut d’« Hommes connus », avant de devenir, à terme, des héros de légende ! Guidés par leur druide, les chefs de ces bandes de guerriers mènent leurs partisans au combat, en quête de gloire et de richesses. Ce jeu d’escarmouche de figurines, axé sur la narration et doté d’une touche d’originalité, se déroule tour après tour, tissant le récit de vos exploits à mesure que vous vous frayez un chemin à travers l’histoire. Mais qui remportera la victoire finale, et qui perdra littéralement la tête ? Chaque bande est composée d’un chef, d’un conseiller spirituel et de ses guerriers. Tous ces puissants combattants peuvent acquérir des compétences et améliorer leurs caractéristiques en dépensant des crânes. Ceux-ci sont conservés d’une partie à l’autre. Les crânes s’obtiennent en tuant des ennemis et peuvent être dépensés lors de votre activation. Méfiez-vous, car accumuler trop de crânes non dépensés fera de vous une cible pour vos ennemis, qui voudront vous les ravir pour se les approprier ! Red Mist propose les « Headhunters » et les « Berserkers », ainsi que des rencontres scénarisées très exigeantes et variées, mettant en jeu aussi bien des alliés que des ennemis. À la fin de chaque scénario, le vainqueur est le joueur qui aura accompli le plus grand nombre de ses objectifs ! Mais prenez garde, car le jeu lui-même vous enverra des ennemis, et si vous ne faites pas attention, vous risquez de subir la défaite ignoble d’être battu par les Crypt Ghouls, le redoutable Shachran, voire le roi des goules en personne ! Red Mist peut se jouer en solo dans 3 scénarios, ou avec jusqu’à 10 joueurs prenant le contrôle de deux bandes rivales, dans les 6 scénarios du mode « Rage » et les 3 matchs « Grudge ». —description fournie par l’éditeur

Présentation de la campagne



Red Mist is a miniatures skirmish game set in the world of the Thinning Veil. Each player controls the fate of their warband, fighting for honour and to elevate their status to "Known Men", and eventually to become Heroes of legend!


Guided by their Druid, the Chiefs of these warbands lead their followers into battle, for glory and riches. This narrative-based miniatures skirmish game with a twist develops round by round, weaving about your deeds, as you fight your way through the story, but who will have the ultimate victory, and who will literally lose their heads?

The Red Mist descends for Cairbre Skullcleaver, Connovar Headtaker and Lughan Longaxe

Channel the power of the Gods by courting their favour in making sacrifices and laying offerings at their fanes. Trigger ancient magic of the earth-veins, lines of ley that throb and hum with the vibrations of cosmic energy, and bring the wrath of the Divine and the Diabolical down upon your foes! Harness the power of elemental or spirit magic, placing Leystones upon the Taranis Wheel, as a resource you can use to fuel rites, or to deny your enemy use of their own magic, round by round. Explore the many tactics you can use to achieve victory on the battlefields of Red Mist!

Aodhan Scorn opening a sarcophagus while Crypt Ghouls lurk with menace!
Dashboards and custom dice of Red Mist

Each Warband is comprised of a Chief, a spiritual advisor, and their warriors. All of these powerful combatants can gain skills and increase attributes by spending Skulls. These carry over game to game. Skulls are gained by killing enemies, and may be spent on your activation. Be wary, for accumulating too many unspent Skulls will make you a target for enemies, who will wish to claim them from you, to take them for themselves! Red Mist comes with the Headhunters and the Berserkers, and highly challenging, varied, scenario-based encounters, unleashing both allies and enemies into play.

The Deep Hold layout of the Shadow-haunted Vault scenario, for Red Mist, one of the double-sided game boards.


The Berserkers are led by MacAoghan Flesheater, a Chief in his prime. MacAoghan is said to be quick to humour and even quicker to anger. He's loyal to his boys though and madly protective of the Witch in their midst. Sure, MacAoghan has a strange diet and some might consider it grisly and unseemly. Fortunately for MacAoghan, he is surrounded by like-minded folk of a certain swagger, who don't frown on a man who takes a nosh on his enemies after he's hacked 'em up a bit. If you are not in his echo chamber, you are the one screaming...

The Berserker warband are guided by Crysanthe of the Ways, a witch who has seen the Other Side of Midnight, and travelled to the Land of the Dead to gather the secrets of lost souls who have strayed beyond the Ghostways into Purgatory. It is said Crysanthe barely made it back alive, and that the demon-light in her eyes is a sign she brought something back with her. No one talks about the times when the Witch has a vacant stare, sleeps standing up with both eyes open, and walks beyond the candle-maze. We've all got our own peculiarities and idiosyncracies, and in this warband nobody is going to judge.


The Berserker warband is rounded out with other warriors: Connovar Headtaker, who is filled with hatred for the Headhunters because of some slight from his misbegotten past. Conn despises questions about his past and turns nasty with anyone who asks, so no one goes there.

Then there is Kurzad the Crazed who they've been prone to call 'touched' after he took part in a rite at sacred standing stones. Rumour is he talked to some dark spirits trapped between worlds that night, and they got on. There is likely truth to it as Kurzad has not stopped talking to them since. Not much he says makes any sense, but Crysanthe listens to his mad utterances, so maybe there's more to Kurzad than meets the eye.

Finally there's Lughan Longaxe. They call him that because he's got a big chopper. You have to assume it is a name he picked up when he became a Blooded, and not his birth name. Lughan would tell you otherwise, and that he's been swinging his axe since he came out of the womb. He doesn't say much, but little escapes his attention. When the Red Mist descends, it is warriors like Lughan you want by your side, but not too close by your side. That axe of his gives him a longer reach than most, and he's as like to take a nick out of you as he is his enemies. It pays to watch your step around him, if you want to keep your head when all around are losing theirs.

The Headhunters Warband are led by Corvus Krowe, a fierce Chief who began his journey to become a Hero long ago. Now all he is set on is to become a King, and he'll do pretty much anything to make that happen. To Krowe, it doesn't matter how unheroic the route to his crown is. Even his boys have seen the change in him, and they know their Kingdom will be built on a pile of skulls, with its walls stacked high with them also. There is no enemy like a dead enemy.

Guided by Ghealdan Gravewalker, a Druid of the Dark Path, it is small wonder Corvus has become increasingly ruthless and amoral in his deeds. Ghealdan scoffs at any suggestion it has anything to do with him. In fact he says Corvus listens to no one, and that his sage advice falls on deaf ears. The Druid has been with the Warband only a short while, after their last Druid was savagely beheaded by Corvus in an argument.


Cairbre Skullcleaver, Aodhan Scorn and Faolan Shadowblades make up the rest of the band. Cairbre says he was with Corvus when he took the head of Fergus Frostfingers. Some even say it was Cairbre lost his temper that night, and Krowe chose between his champion and his wise man. Time will tell if he made the right choice.

Aodhan Scorn is a warrior through and through. He is another one doesn't care much about being a hero. Aodhan simply loves a fight. Where it is, whenever it is. Scorn never questions his brothers, and doesn't pay much mind to Druids. It's all about the skulls to him.

Faolan Shadowblades though? He's a different story. Spend any time with Faolan, and you'll discover he's got his own creed, and his own demons. The thoughts in his head some reckon too big for his bone box. His words can fell warriors as swiftly as his weapons, and the scars from what he says are sometimes cut that bit deeper, taking longer to heal than the gashes from his blades. If Shadowblades lets you live, he can leave you with some heavy thoughts.


The Crypt Ghouls got together as a band as nobody else would have them. They are hideous creatures, macabre in nature, fascinated by death, and hungry for the flesh that is the life. They prey on young children, they drink blood, steal coins and even eat the dead! In many ways you can think of them as rejects from the Berserkers warband based on the fact they are almost indistinguishable in terms of behaviour save that one warband act like monsters, and the others actually are monsters. We'll let you figure out which is which. Often found in league with the Necrourgy, these demon-like beings feast on living tissue, steal secrets from innards by consumption and have no morality to make them question their Necromancer paymasters. Also, since they take payment in corpses to feed upon, they are reasonably affordable. In Red Mist, there are always plenty of bodies.


The Ghoul King lurks in the crypts of Sunder, and his minions are many. Whether some dark alliance has been forged between this monarch of the macabre and some other agent, or the Ghoul King himself has designs on conquering Inis Fael, it is abundantly clear that the dais of skulls upon which sits his throne is growing in power. Some of us adorn our chariots with the heads of our enemies, while others among us ensure the halls of our homes are suitably decorated with the skulls of those who have opposed us, as is proper. However, few of us recline on a throne over a mound of decapitated heads we personally picked clean with our teeth, and perhaps a straw crafted from a reed for those particularly hard to reach brains. The Ghoul King does that. If the soul of the slain resides in the skull, then this adversary possesses a wealth of resource to thwart any who might assail him in his lair. But this is exactly the confrontation awaiting the warbands of Red Mist, as one way or the other, and no matter who you serve, this vile creature is ripe for a beheading. But will it be your axe that fells the Ghoul King or will you be beaten to it by a more worthy warrior? Perhaps all of you shall perish to be the next cadavers to provide cuisine for the King in his hall. The Ghoul King's Court provides a suitably grisly climactic conflict in Red Mist! Enter his throne room at your peril!

The Headhunters converge upon a defiant Ghoul King in his subterranean lair, where he hides from the light of the sun.

The Shachran is a demon of the Primordial Darkness

Your paymasters can sometimes be idiots. If they are promising plenty of coin and there's the chance of great renown, who cares right? Let 'em be stupid. There are times they'll be wanting you to invite entities from the Otherworld to party in ours. The Land of the Quick wasn't meant for the likes of the Shachran. Opening up the Door of Night is a foolish business at the best of times, but if your Druid or Witch ain't worth their salt, you can expect more claret than you've ever seen before. Oh, and the Red Mist? That'll be all that's left of you if the binding ritual goes wrong. And let's face it, when did anything go right in this forsaken land?

Aodhan Scorn has spent an extra movement point to climb atop the tomb to gain Elevation 1.

They say a Shachran can kill you with a look. They say it might instead fill your mind with so much midnight your head will be fit to burst, and with all that darkness within you'll never know the light again. Reckon that when that happens, the sun burns your dreams black. Night brings bloodlust unbridled, and nothing can fill the hollow pit inside you where your humanity used to be. No amount of bloodshed can soothe the pain and rage. Of course it could all be lies. A Shachran has a tendency to capture the heart of a man, and not with its alluring dance moves. Tends to rip the still beating organ out through the ribcage. And eat it...


Still, you go summon the blighter. Don't say we didn't warn you...

The Red Mist Terrain Box contains 6 Sarcophagi with 2 alternate lid designs, 6 Standing Stones, 6 Shrines, 6 Treasure Chests, 12 Barrels in 2 different designs, 8 Trap Tokens, 2 Raised Portcullises & 2 Closed Portcullises.


The Red Mist Terrain Box perfectly compliments the game, bringing greater cinematic immersion to game play. With the gameboard being a grid of 25mm squares, you can be assured all the elements are compatible with Dungeons and Dragons, Pathfinder and other fantasy games and roleplaying systems. The Red Mist Terrain Box is a planned add-on to enrich your gaming experience!



Pick a side in the War of the Tyrant, a narrative campaign, for the Sightless King refuses to abdicate his throne, and they say he has begun to draw from a forbidden source of Blood magic, much to the chagrin of the Shadow-lords of Sathanach! A time of reckoning is at hand, crowns sit on troubled brows, as the Red Mist descends...

In a world torn asunder by the rivalries of Mad Kings, which Lord-liege will you support? Or will you spit in the eye of crazed monarchs and set yourself upon a path to claim a throne for yourself? In Red Mist, you decide!


The War of the Tyrant: The Sightless King introduces Twilight mode to the mechanics, where your warband don't simply go out of action. They now suffer a near death experience in the Twilight, with their soul caught in ascension, leaving the body in its wake, and warriors may even die! Should they return though, and somehow revive through sheer force of will or by magical rite, don't expect them to do so unchanged. Some become fuelled with righteous zeal, some come back sombre, having glimpsed something they still struggle to fathom or reconcile. Others come back unhinged, and worse, others come back and bring something else with 'em. There's a far away and often times absent look to the ones you gotta watch out for. You know the ones: the ones that ain't right in the head no more...

In Twilight mode you can pay for resurrections, generate your own warband fighters to replace the fallen or even recruit new members called the Unblooded. Traits & Talents come into play, allowing you to further tailor your warband to your play style. With each progressive rank of Renown your fighters will gain new titles, new abilities and be able to further develop on their path to glory!


The Sightless King may be a narrative campaign of linked scenarios leading to conflict with one of the sinister factions of the game world, but it also adds 2 new Rage mode scenarios for all to enjoy and a new warband is also included!



The Harbingers are a matriarchal sect of warrior-priestesses in service to the three faced Goddess, the Morrígna.

Led by Morgause of the Veil, these determined and dedicated combatants sway the tide of battle to favour the will of their deity in all aspects. Macha, War Goddess, bent on domination and exerting her will over the masculine, Badb, the scald-crow or battle raven, a mother aspect and life giver though also as swift to take it away, and finally the Morrigan herself, Queen of Phantoms, a shapeshifter who governs conflicts from above using her magic. Morgause of the Veil is elevated in status, taught the arts to cross the Veil to enter the Halls of Emain-Macha, fortress of the Goddess in the Otherworld.

She is sometimes accompanied in these visits, crossing worlds with her ally and confidante, the Priestess and Daughter of Badb, Niamh. This mystical order called the Daughters have a special connection with the Goddess, and this transcends the binds of the Coil through the spiritual. In dreams they intwine and can become one mind. Carrying her staff, the Rod of Badb, Niamh is a formidable conduit of the power of the War-Goddess.


Saoirse of the Blade is as formidable a warrior as Niamh is an extension of Badb's divine will. Dedicated to martial prowess, Saoirse channels the three-faced Goddess to fuel her zeal and fury in battle, becoming the wrath of war itself! Like a tempest she cuts swathes in the ranks of enemy warbands, and her blade seems blessed at finding vulnerabilities in the defences of even the best skilled warriors.

Sadhbh of the Harvest watches out for her Harbinger allies, seemingly all-aware of the dangers abound on the field of battle, often placed perfectly to protect. This warrior woman is not to be underestimated; her blade strikes like a lightning bolt, she moves like a whirlwind and she is utterly without mercy! Sadhbh delights in nothing more than adding to Macha's acorn crop...

Finally there is Aine of the Shadow, who moves swiftly around the field of battle, like the Phantom-Queen she so reveres, exerting influence as she glides through the darkness, able to survive any storm. When cornered, Aine calls upon Badb to introduce her assailants to the Unkindness of Ravens.


The War of the Tyrant brings this exciting warband to the table, increasing your options and presenting you with new skills to master and new strategies to employ! But will you side with or against the Sightless King?

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Review

11 nouveaux jeux à ne pas rater

Board to Roll · 07/06/2025

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