Before talking about the game itself, we must mention how we started this project. A group of fellows with different skills decided to create a company with the objective of revolutionize the existing traditionalisms in boardgames. We wanted to maintain the board gaming spirit without falling on topics of big business gaming. This way, we began to organize a small boardgames´ studio in order to materialize our creative ideas creating Blazing Dices.
Avoiding the conventionalisms of magic and sword boardgames, where the main setting is all about dungeons and closed environments, we chose a different approach: an open environment and with the possibilities of living some different adventures, not only in enclosed places. We consider the traditional design limited, we neither wanted to create a traditional wargame. Our idea is to create a game in which the player controls an adventurer who has to deal with all type of dangers to achieve the mission´s objectives, the character can use of a lot of items, weapons, magic spells, mounts... All the members of the Blazing Dices group liked the idea. This was our first approach, but we had to widen the concept. Verónica Rubio Peña began to do her research about aesthetics, about how the game would be planned and developed. Following several board games, literary and video gaming sources, we decided to create a whole new world. The setting is similar to classic adventure´s literature, about sword and witchcraft.
Thais Chronicles is based on the books of various famous writers. We chose a mixed aesthetics approach to avoid topics: from Robert E. Howart (Red Sonya), to George R. R. Martin or R. A. Salvatore (Dragonlance)... our desire was to create an epic world. Being a magic land and fantasy, the characters´ aesthetics should reflect the characteristics of their culture and their land, we will be progressively widening the available choices as the saga chronologically advances. Depending on the game´s success, the map is likely to be receive expansions too, to reflect the situation of the new kingdoms, new heroes or new terrain types.
After debating about the details, we decided to create a new system which has elements of a "wargame" and those of a "boardgame". The map was designed on the base of hexagon-shaped floor tiles on which the characters move. Then other ideas came up, like magic cards, item cards, the optional random events..., to further enrich the gaming experience.
This game´s design is a great challenge for us. Lucky, four of the seven members of Blazing Dices are expert artists and designers. We have the award-winning miniature modeler, Pablo López Jimeno. Iván Valentín is professional illustrator who contributes to various magazines such as "El Maula". Marina Jiménez is the young colourist of the Blazing Dices Team, please take a look to the sample cards in the Art section of this webpage to appreciate her work. There are two more illustrators in our team, Iván Granados and Peter Vacosta, one more writer and David García who is the translator, the composer of the Thais Chronicles OST and the webmaster.
Months past and we already have most parts of the game finished. We have taken the decision of selling it directly to the public, through a crow-funding project. This way, people supporting the project will obtain more attention, would be able to express their desires for the game and obtain additional benefit marked in the Kickstarter´s strech goals; giving us the possibility of further developing this game and its expansions, adding more heroes and spell cards for each one, items and mission packs...
If you´d like to be part of the Thais Chronicles and enjoy this game in your desk, please support this project on Kickstarter!