This year of PolyCon will be the second run of Pygmy Islands. We've made some tweaks to the rules and did a reprint to fix color and readability issues. Hopefully, the game will go quicker and more smoothly. One of the neatest changes is the Quest mechanic. Questing, like last year, is completely optional, but this year will hopefully give the players something to do between turns. If a player draws a quest card then he or she must find the miniature(s) physically on the board. Once the player is at the nearest hex then he or she may claim the reward. Some are have multiple steps. Meaning, each piece must be found in the order on the card. Some will have a creature that must be defeated. Here are some examples:
Monday, June 3, 2013
Thursday, June 28, 2012
PolyCon 2012 and Pygmy Islands
Surprise! We didn't do Horror at all and we may be scrapping it as a Pygmy based game. This year we wrote to the theme of PolyCon and did Pygmy Islands. Here are the pics from one of the sessions.
https://picasaweb.google.com/110552927926156716758/PolyCon2012#
https://picasaweb.google.com/110552927926156716758/PolyCon2012#
Friday, April 6, 2012
City Centre
The central piece to our board this year will be the city of Despin. Here is a preview of the layout of the buildings.
Friday, November 26, 2010
Sunday, October 31, 2010
Principal photography
We've begun the overwhelming task of photographing every character we will be using in Pygmy Horror. This year's focus will be on interaction with "civilian" characters. Every single miniature on the board will be interactive in some way. Below are two peeks into what we are doing. The Skeletal Shepard and the Violinist. The Shepard is one of our bad-guy horrors that must be stopped. The Violinist is an innocent by-standard who may need saving from certain doom or have valuable information you could use against the coming tide of terror.

Wednesday, October 20, 2010
Fresh Meat
With a new theme to write for, it fell to me to begin painting new creatures. Our vision is to present encounters that keep with the theme of Pygmy as it has evolved over the years but also provide players with an "otherness" that most fantasy games lack due to the fact that they rely on established patterns and tropes. Finding lead to fit that bill is tough but we think we have a good start. Much of it is pulled from the copious lead mountain while some is chased down from the four corners of the globe. Here are the first batch of finished minis that will litter the table on game day.
...or this is where they would be if image uploads were not down right now.
On a more positive note, Joe from Polycon contacted me today to schedule our times and our spot for this year's Convention...October is just half over and the Con staff is already looking toward June.
Buildings for a new city
Central to this year's version of Pygmy will be a city beset by the supernatural. We have begun construction of the buildings for that city and the demands are significant. A game our size requires a city with detail that can allow for varied and myriad experiences for our players. Here is a preliminary shot of buildings in progress.
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