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Miniatures and their Functions

The creatures in "The Pit" come in different sizes and with different talents. The size of the creature is often not necessarily indicative for its importance. It is often the little things that make or break a game of "The Pit". It can be down to a single small soul that a large demon still needs for its army to be activated. Often, a smaller demon may have to be sacrificed for that last soul to ascend into a realm.

These pictures show the different sizes of the creatures so that you can judge how they work in relation to each other on the battlefield. There are also brief explanations of how they work.

Coins and playing cards are also shown in some of the pictures for size comparison. The playing cards in "The Pit" are all the size of a normal poker card. The figures are between 2cm and 17cm high.

If you look closely, you will notice that the very large miniatures (level 3 monsters) take up 4 areas, the medium-sized monsters (level 2) take up 2 areas and the smallest monster (level 1) only takes up one area. However, thanks to the design, the monsters do not take up any space on the board. "The Pit" would not work with large miniatures that would need a base to stand on.

MONSTERS

There are 16 different monsters in "The Pit". There are 8 angels and 8 demons. These monsters are not individual miniatures. They always consist of at least two miniatures: the monster itself, which is used on the playing field, and its bust, which has a different symbolic function. This is explained below.

There are also monsters that consist of many more miniatures. Some large monsters, for example, consist of up to 9 miniatures. Monsters, like the champions, are the main characters in the game and you only ever select 3 of them for a game. Each monster brings different abilities to the game and opens up new strategic possibilities. Depending on which monsters are selected for which realm, the game will always feel new and different.

VASSALS

These are the additional models that make up some monsters. They are, so to speak, an extension of the main character itself. They perform certain actions and can be both an advantage and a disadvantage for the monster. For example, there are spells that a monster can only cast if a vassal is present in the area of effect. This makes spells more powerful, but the positioning of minions gives the opponent the opportunity to prepare for the potential damage.

Vassals are also an expression of a monster's special play style. Minions often have to collect certain parts on the playing field or they can find things for their master that are useful in the further course of the game, such as Armageddon Clock Cards or artifacts.

CHAMPIONS

For the most part, champions behave like monsters. However, they do not explicitly belong to a specific realm. A champion can join the angels in one game and the demons in another. Champions are humans with special powers and their own stories. To a certain extent, they are neutral mercenaries who pursue their own goals and do not blindly believe in one of the two realms. Just as with monsters, each game of "The Pit" changes drastically depending on which champion is in play. You can play hundreds and thousands of different games of The Pit and each one will be played with different rules, different locations and different spells.

Scouts

Scouts are the champions' sidekicks. They can move freely, even across spaces occupied by the enemy realm. They scout locations and make enemy units more vulnerable. Scouts can only be restricted in their movement by idols. 

Idols

If a monster or champion wants to level up, a power coin must be earned, bought, found, stolen or fought for. Idols work like power coins, but they are mobile and can prevent the movement of other miniatures in the game. If these idols are drawn into the army of a champion or monster, they become a "power coin", lose their previous properties and cannot leave the army again.

Humans

Human models are available to players from the start of the game. They do not have to be activated like champions or monsters. Humans spawn from temples or, in rare cases, from citadels and spread across the earth, "The Pit". All human models can be combined with each other to form new models. They can also equip equipment that makes them faster or more resistant in battle. To make this combinability as convenient as possible for the player, each human and each piece of equipment is equipped with one or two magnets. This makes combining and separating different posses a very pleasant game mechanic.

SOULS

Souls are always created when a person dies. If a realm person dies, the player whose realm the person was loyal to receives the soul. If a neutral person dies, the player who killed the neutral person receives the soul. Souls are the most important resources in the early and mid-game, as only these allow monsters to be activated in the realms. There are humans in three different levels with very different costs. However, each person only has one soul. Therefore, you have to be careful which people you lead into battle and which people are exposed to mortal danger. And sometimes the opposite is true... Sometimes it can be very rewarding to lose the right battle at the right time with the right people. Because whoever wins all the battles in "The Pit" will certainly lose the game.

Busts

The miniatures in "The Pit" take part in the game in many different ways. Most of them symbolize creatures that actually walk the realms and the earth and intervene in the game. The busts are an exception to this. They are an exception because they only have a passive and "marking" effect. They represent the demon, angel or champion and mark the army board that belongs to the respective main character. The bust only has a symbolic function here. I have modeled each bust in a different pose so that the player can get an additional feel for the character. I have tried to take every opportunity to make the characters as accessible as possible and have spared no effort in the modeling of the various miniatures.

The busts are also used as markers in another way: If one of the main characters is killed during the game, his bust is placed in the place where the monster or champion was killed. The bust then acts as a portal into the army of the monster or champion in question. If enough humans make it through the portal into the monster's army, the monster becomes active again at its starting point in its realm and can take part in the game again. The opponent can try to prevent this by killing the humans who want to enter the portal. This will not prevent the monster from reactivating, but it will slow it down.

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