I made this as an intro video for my Deep Dives, but it also serves as good mood setting for Mythic Bastionland.
BASTIONLAND
A BASTION OF ODDITY
Wednesday, 25 June 2025
Wednesday, 18 June 2025
MegaMACs
So we played around with the shittiest MACs you
can field in MAC Attack, but what about the best?
Presenting MegaMACs.
What? You don't have a full and thorough understanding of
the MAC Attack system? That's fine, just go and read
it now.
EDIT: right, so double modules aren't in the quickstart...
In short, you pay an extra point to to cram two modules into one slot. When the slot is damaged, one of those modules is destroyed. When it's damaged again the second is destroyed. So you're getting extra stuff for your MAC, but it's somewhat exposed and adds to its total cost.
Okay? Let’s build a few.
ANNIHILATOR MegaMAC
Class 3 MAC
1: Double LM3 Cannons
2: Double SM2 GunArrays
3: Double Prism
4: Double Servo
5: Double Casing
6: Double ECM
MONARCH MegaMAC
Class 3 MAC
1: Double SB3 Cannons
2: Double B2 Blade
3: Double SG3-X Rockets
4: Double Intake
5: Double Intake
6: Double Jet
HEARTBREAKER MegaMAC
Class 3 MAC
1: Double LP4-X Missiles
2: Double SP3 PulseBeam
3: Double Amplifier
4: Double Amplifier
5: Double Catalyst
6: Double Catalyst
Are they worth it? I head back to the playtesting table with
a force of three MegaMACs against a much more balanced 78pt opposing force of
three Class 2s, two Class 1s, and three artillery guns.
Conclusion
They performed... okay. It actually felt much less uneven
than I expected.
Yeah the Heartbreaker launched a 16 die attack against a
Class 2 MAC and wiped it out in one shot, but the first attack against it
reduced it to a lone Pulsebeam for future attacks. The Monarch leaping 18”
makes for a fun start to the game, but it didn’t quite manage to bring its
blades to bear before they got shot off.
That kind of exemplifies the MegaMACs’ performance. They can
do some scary stuff on Round 1, but double modules start losing their
effectiveness as soon as the MAC takes a hit. It was actually a lot of fun
attacking them, as every hit is going to break something.
Because Heat is strictly limited to six they rely pretty
strongly on heat prevention modules like catalysts in order to perform their
extreme manoeuvres. Overheating is even less appealing when you know those hits
are going to impact your effectiveness.
I expected this to be a dumb experiment in pushing the system to its extremes but it’s pushed me toward playing with double modules a little bit more.
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This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.
If you want to support my blog, podcasts, and video content then head over to my Patreon.
Wednesday, 11 June 2025
Seerbones
Bastiards of the electric epoch are known for their badly designed dice games, but what about the knights, vassals, and vagabonds of the mythic age?
They have lots of their own games, but Seerbones is the most popular in my realm.
You need five small pieces. Look, there are no hard rules about what the pieces should be, but they’re usually interestingly shaped pebbles, bones, wooden rings, small shells, basically anything you can comfortably enclose fully within your hand. So yes, you can use dice. It’s important that the five pieces are all different to each other. Seasoned players keep their set of seerbones in a pouch or small box, always on the lookout for more interesting pieces to trade into their set.
Oh, did I say Seerbones was one game? No, everybody has their own version, but insists it’s the original.
Seerbones (taught by a hunter)
2 Players only.
Agree on one piece to be “the killer” then place all five pieces in a concealed container.
The active player secretly chooses one piece and conceals it in a fist. The other player must either Guess or Declare.
If they Guess, they choose which hand they think the piece is in. If they’re right, they keep it. If they’re wrong, the active player keeps it.
If the piece was the killer and the player guessed incorrectly then the other player immediately wins the game. If it was the killer and the player guessed correctly then the killer is returned to the supply.
If they Declare, the active player reveals their piece. If it is the Killer then the declaring player immediately wins the game. If it is any other piece then the active player keeps the piece for themselves.
If the killer is the only unclaimed piece then it is treated as a normal piece. When all pieces are claimed the winner is the player with the most pieces.
Seerbones (taught by a squire)
Up to 5 players.
The owner of the set divides the pieces amongst players as evenly as possible, assigning remainders how they like.
Each player closes one fist and balances their pieces on the back of that hand.
Players can now use their enclosed fist only to try to knock off the pieces of the opposing players. Whoever’s last piece hits the ground last wins.
Seerbones (v3 taught by a bunch of drunks)
Up to 5 players.
Players bid on how many pieces they can throw in the air with one hand then catch in the other. The catching hand must be behind their back until the pieces are thrown.
Each player must either raise the bid or pass. When the first player passes the current high bidder immediately makes their attempt.
If they succeed then the player who passed is eliminated.
If they drop even one piece then they are themselves eliminated.
Seerbones (v4 taught by an innkeeper)
2 players only
Mark out a play area or sit at a table.
Draft two of the five pieces to each player and place the remaining piece in the middle of the play area. Players place their pieces on their edge of the play area.
Take turns flicking (specific flicking rules vary greatly) one of the pieces on your edge. If it hits one or more other pieces then move them all back to your edge. Pieces that leave the play area are dead and removed from the game.
First player to have no pieces on their edge loses.
Seerbones (v5 taught by a gaggle of children)
Up to 4 players.
Draw a circle somewhere in the play area. The owner of the pieces sets the size.
Take turns selecting up to five pieces to throw, aiming to get them inside the circle. The owner of the pieces sets the throwing restrictions i.e. no crouching, required distance etc.
For each throw score 1pt for each piece in the circle minus 1pt for each piece outside the circle. Your score for a throw can never be less than zero. Most points after three throws each wins.
Seerbones (v6 taught by a smith's apprentice)
Up to 5 players.
The owner of the set divides the pieces amongst players as evenly as possible, assigning remainders how they like.
The current player secretly splits their pieces between their enclosed hands however they wish. The player to their left looks at their enclosed hands and picks one, taking all the pieces in that hand. Play then moves to that player.
If a player has no pieces remaining they’re eliminated.
Playing safe is frowned upon, and winning through cowardly play is seen as worse than losing on a big risk.
The fight that often ensues afterwards is commonly referred to as “the real game”.
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If you want to support my blog, podcasts, and video content then head over to my Patreon.
Wednesday, 4 June 2025
MAC-27
What’s the smallest possible game of MAC Attack?
By the book a force must have at least three MACs. The cheapest MAC you can build is a Class 1 (12pts) with the maximum of three Frame modules (each reducing its cost by 1pt) so 9pts in total. Three of those give us a minimum legal force of 27pts.
MAC-27. A force for the MAC Commander on a tight budget.
But Why?
I dunno. Because we can? I want the game to be fun with the minimum financial investment of three miniatures each, and this extends that philosophy to the points cost.
These MACs are going to be pretty limited, with only three module slots left after taking those Frames. They should also be simpler for new players to play with, but there’s a risk they just aren’t that fun.
They’re sure to have bad heat management, but they probably won’t generate all that much heat either.
They won’t have much firepower, but they’re also pretty flimsy, and unlikely to have much in the way of defensive modules.
So is a 3v3 battle with shitty MACs actually fun? Let’s make some and I’ll try it out.
Discount MACs
Okay, here are the forces.
I’m not doing a normal scenario, instead just bringing the MACs onto the board from the centre of opposite board edges and playing for a total wipeout of the other side. 24x24" board with a few patches of cover and rough.
Post Battle Analysis
The most obvious effect here is that the MACs were all super simple, even more so than I expected. There were half the normal number of modules to keep track of, mostly focused on a few weapons. This is sometimes good, but a frame being destroyed is just less interesting than blowing up a weapon or a radiator, which often alter the way a player needs to pilot that MAC.
Cooldown went a lot more quickly too, as all of the MACs just cooled 1 Heat, with no extra modules to factor in.
I tried to avoid building these MACs to some imagined meta, but with all these small MACs running around certain modules (Burst weapons, Mesh) felt more appealing than normal. In play, piercing weapons still felt good, as even small MACs tend to slow down once the firing starts, as Rushing restricts how much you can rotate, making it harder to keep the enemy in your sights.
Final verdict? It was fun! Definitely something I’d keep in my pocket if I wanted to introduce the game to a particularly inexperienced wargame player.
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This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.
If you want to support my blog, podcasts, and video content then head over to my Patreon.
Wednesday, 28 May 2025
Mythic One-Shots
How do you run a Mythic Bastionland one shot?
There’s some guidance on the “Starts and Scopes” page at the front of the book, but it seems to be a recurring question. I figured I’d share my thoughts, since I’ve done quite a few at this point.
Considerations
- You can just prepare a Realm as normal and run a one shot without changing anything in particular, but there are a few things to keep in mind:
- Character creation is quick, but there’s a bit of passing the book around, copying down property and abilities.
- Realm creation is good “lonely fun” for the Referee, but it can take a little while, and a one-shot is unlikely to span too much of the wider Realm.
- If you have the standard setup with six Myths revealing themselves at once then it's hit or miss whether you’ll resolve one in a single session.
- All Myths can work for one shots, but some feel better suited to a campaign. Maybe they benefit from the players knowing the Realm and its characters (the Glade), work better in a game that spans Seasons (the Wheel), or change the Realm in ways that are fun to have as lasting impact (the Sea).
- Starting the Knights on the edge of the map, arriving in the Realm for the first time, tends to see them make a beeline for the nearest Holding, reaching it toward the end of the session.
- Frankly, the ongoing nature of how Mythic works means that there’s always going to be some unresolved stuff at the end of a session.
So I think there are actually three ways you can go with a Mythic one shot, so take your pick from these equally valid methods.
The Teaser-Shot: Most authentic Mythic experience
- Make the full Realm as normal and populate it with the full spread of six Myths. Settle in and flesh out the holdings and landmarks as much as you care to.
- Prepare blank character sheets and roll up the Knights at the table.
- Start with the Knights arriving on the edge of the Realm as normal, having been sent here to seek Myths.
- Warn the players that things will probably end without a big climax.
- When the session ends, see if the players take the bait to come back for a second session. If they say yes then you’ve already got everything you need, otherwise your Realm is ready to serve a one-shot to a different group if needed.
The Speed-Shot: Getting straight to it
- Make a smaller Realm than normal. 6x6 Hexes with a single holding and one of each of the landmarks works, but go up to 9x9 with two Holdings if you want a bit more space.
- Generate a few more Knights than you have players, handing out fully completed character sheets and letting players swap around if they like the look of another Knight. Keep the spares for backups.
- Choose one Myth only for the Realm. Any time you would encounter an Omen, go to this Myth. You’ll hit the final Omen pretty quickly at this pace. Some Myths work better than others in this sense, but something like The Wyvern is ideal.
- Start the Knights at one of the Holdings. The Ruler is busy but the inhabitants have told you some rumours about the Myth, urging you to go out and seek it, also hinting at the location of the nearby Seer.
- If the one-shot gives way to a campaign then you can always expand the map and populate it with a new batch of six Myths.
The Smart-Shot: For those blessed with Clarity
- Make a full Realm, fully fleshed out, because it’s fun and you can re-use it for multiple one-shots.
- Generate the Knights ahead of time, as in a Speed-Shot, but leave their Virtue and Guard scores blank, players can roll for these so that they can’t blame you for low scores.
- Choose just two Myths for the Realm and place them far apart. Now you’ll still stand a decent chance of hitting the final Omen of one of them, but you’ll be mixing in a little bit of the other.
- Start the Knights in a Holding, having received an urgent message from a distant place, typically another Holding or a Sanctum, summoning them urgently. Now they have a clear goal of “get across the Realm” which will have them naturally encountering Omens and Landmarks on the way.
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This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.
If you want to support my blog, podcasts, and video content then head over to my Patreon.
Wednesday, 21 May 2025
How Did they Die?
Old characters in Mythic Bastionland stand a chance of just dying off-screen between Ages.
But what happened to that person?
Roll d66
11: The life was coughed out of their rattling lungs
12: Their body wasted away to bone and shadow
13: Gnawed on too much numbing bark for their pain
14: Strangled in wrath with little fight
15: Fell from a height and scattered their innards
16: Faded with their appetite, withered beside a full plate
21: Sank in a mire and not wholly found
22: Left to bleed on the roadside
23: A malady in their last meal turned their belly to rot
24: Trampled beneath horses
25: Spat out their blood in the night
26: Perished in weak murmurs, none heard or came
31: Burned in a fire brought by a neighbour
32: Torn apart by maddened hounds
33: Swollen to bursting by the old plagues' return
34: Smote by lightning atop a hill
35: Rode out with trembling hands, never found
36: Their mind was hot with raving till their soul slipped free
41: Slipped on the ground and cracked their skull
42: Lost their words, then their breath
43: Half-woke at dawn, still in their dream, dead by nightfall
44: Their body left clenched and contorted from wicked grain
45: Bitten by invisible mites, dying puffed and sputtering
46: Fell in a field, unable to drag themselves back
51: Wandered too far and grew cold, dying beneath their blanket
52: Found sitting stiff, watching the sky
53: Hollowed out by belly worms and left pale
54: Rendered silent by sun sickness
55: Bitten by a coughing wind, which spread deep
56: Dreamt too deeply, never to wake
61: Split open in a petty feud
62: Fed false herbs by will or chance, cold and blue
63: Hacked down by uncaring raiders
64: Choked on a bone at their evening meal
65: Screamed out their last breaths in the night
66: Drank deep of cursed water, leaving a yellowed corpse
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This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.
If you want to support my blog, podcasts, and video content then head over to my Patreon.
Wednesday, 14 May 2025
Between the Ages
Following on from last week, here are some events that might happen between Ages.
![]() |
Other than the inevitable |
Roll d66 for each Knight:
11. You suffered a great failure and must re-pledge your Oath in order to retain your Knighthood.
12. You have been in a nearby Realm on diplomatic duty. Roll a Spirit Save. On a pass, you are now well-esteemed there. On a fail you triggered a war with them.
13. You have become deathly ill. You that know you will die before the next Age without supernatural intervention.
14. You saved the life of a Seer, so they owe you a favour.
15. You have been named as heir to a Seat of Power.
16. You gain an especially loyal pet.
21. The most important non-player character to you dies suddenly. You are with them in their last moments.
22. You have spent years trapped in an Otherworld.
23. You brokered peace with raiders from beyond your borders, who have set up a Holding of their own in the Realm.
24. You won a great battle. Choose its location and roll a Vigour Save. On a pass you won, placing a Monument there. Otherwise you lost, placing a Curse there.
25. A distant or estranged relative has come to the Realm, finding a place in court.
26. An enemy or rival from your past has found a place in court.
31. You inherit a piece of armour (your choice) belonging to a Knight-Radiant, who has left to find the city. Old knights hold you in high regard when you wear it.
32. Roll a Clarity Save. On a pass you helped depose an unjust ruler, who seeks petty revenge against you. On a fail you unwittingly helped to make them a ruler.
33. A defeated foe has placed a sizeable bounty on your head.
34. You received prophetic dreams of a new Myth in the realm. The dreams relate to its final Omen.
35. You helped a new Seer find their sanctuary. Place it anywhere you wish.
36. A random visiting Knight gifts you their steed before they leave.
41. Justifiable or not, the vassals have taken to calling you "The Wicked"
42. Justifiable or not, the vassals have taken to calling you "The Great"
43. You are offered a new Knightly title. Roll a new Knight type and decide if you wish to exchange your gear and ability for the new one.
44. As a diplomatic gesture you have been barred from visiting the Seat of Power.
45. You fight in a battle that sees the destruction of a random holding. Decide which side you were on.
46. You set up a modest home for yourself that has grown into a dwelling. Place it wherever you choose.
51. Illness plagues those close to you. Choose three non-player characters close to you. They must each pass a Vigour Save or die.
52. A ghost from a previous encounter still haunts you. You cannot sleep alone.
53. You have been exiled from the Realm. If you stay you are doing so under a false identity.
54. You were sent to fight against a nearby Realm, earning a bloody reputation amongst its loyal Knights. They swore to come for you one day.
55. You helped a young protegee become a full Knight. Roll their Knight type at random, and they are now roaming the Realm on their own quest.
56. Time has been cruel to you. If you are Mature, immediately age to Old. If you are Old, lose d6 Vigour to a minimum of 2.
61. Time has been good to you. If you would age to Old, remain as Mature instead. If you would age to Mature you may increase any one Virtue by d6 to a maximum of 18.
62. You earn a reputation in tournaments. Gain d6 Maximum Guard to a maximum of 18.
63. You were embroiled in a blood feud with a ruler of the Realm. Decide somebody close to you who died in the conflict, and also somebody close to them.
64. A particularly harrowing battle leaves you with little appetite for combat Lose d6 Maximum Guard to a minimum of 1.
65. Another Knight bearing your title has entered the Realm, seeking to usurp your position.
66. A holding unexpectedly fell into your rule.
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This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.
If you want to support my blog, podcasts, and video content then head over to my Patreon.