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		<title><![CDATA[Forums - Universe]]></title>
		<link>http://www.taban-miniatures.com/forum/</link>
		<description><![CDATA[Forums - http://www.taban-miniatures.com/forum]]></description>
		<pubDate>Tue, 06 Oct 2026 01:11:31 +0000</pubDate>
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			<title><![CDATA[Escape - arrived!]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=1624</link>
			<pubDate>Mon, 12 May 2014 15:53:03 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=1624</guid>
			<description><![CDATA[So, last week my Escape package arrived and I had a first look at the miniatures today.<br />
They came out very nice and I like them.<br />
Anyone got his/her package already? What do you guys think?]]></description>
			<content:encoded><![CDATA[So, last week my Escape package arrived and I had a first look at the miniatures today.<br />
They came out very nice and I like them.<br />
Anyone got his/her package already? What do you guys think?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Survival of the fittest] : Kirril]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=1620</link>
			<pubDate>Fri, 28 Mar 2014 18:03:43 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=1620</guid>
			<description><![CDATA[Kirril<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Introduction:</span></span><br />
Kirril is one of the most difficult Jokers fighter to handle, mainly because he doesn't fit with the customary gameplay of the Faction. So here are a few tips to help you with this overlooked fighter<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Analysis:</span></span><br />
Kirril's stats are pretty straightforward. PSI 5 and CBT 3, makes for a great Leader and a pitiful fighter, especially since he has no range weapon. With VIG 4 and SPD 5, he is in the upper-average of the Jokers, and can easily escape from, or dodge, other average fighters. So we have a very good Leader, better than Vassiliev or Yuri, and equal to Piotr, but no redeeming stats or abilities to help him fight or shoot. Not good seeing as he takes a quarter out of your points. So let's turn to his abilities and see what hides there.<br />
<br />
<span style="font-style: italic;">- Illusion</span>: first let's have a look at this very useful ability, as it's always active (as long as Kirril is on the Field of course) and it's the only one that doesn't cost you anything. In fact, it can even grant you extra SP ! Every time your opponent bids at least one SP, you earn one, and as you automatically win if both you and your opponent bid the same amount of SP (instead of having a null and void bid), it means that you 'only' have to guess if your opponent will bid 2 SP or more, as most often he will not bid at all. It gives you great control over any bidding-related event, first and foremost the start of the round bid, meaning you can easily choose who will be the start the round. And play a TC first. And activate a fighter first. Well you get the idea. And that degree of control in a faction with not so much SP most of the time is tremedously helpful, trust me.<br />
<br />
<span style="font-style: italic;">- Hypnotic eye</span>: after the <span style="font-style: italic;">Illusion</span> ability, let's have a look at this ability, as they match easily, although the <span style="font-style: italic;">Hypnotic eye</span> can be tricky to play right. As the players bid (yeah, I know, the card says bet, sorry about that), it means you can earn SP from the all thing. The impossible-to-interrupt next activation of the bidding's winner is a good, and main, effect of the ability, but must be considered with caution. If your opponent wins the bid, you must be sure that it won't cause you too many problems, so be prepared. I'd say that if the opponent won the bid, it means you let him win. If you win, don't forget that your opponent will still (try) to activate one of his fighter before your next activation, meaning you need to think two steps ahead. Really, this ability is good, but requires a lot of thinking. In fact, it's a way to force the hand of your opponent, and it's especially good when you have low SPD shooters. A great side effect of this ability is that it affects the next activation, be it this round or the next. So a good way to use this ability is to activate Kirril last, use the <span style="font-style: italic;">Hypnotic eye</span> and – thanks to your control over the First player bidding – gains a virtual <span style="font-style: italic;">Sinister laugh</span> the next round.<br />
<br />
<span style="font-style: italic;">- Hocus-pocus</span>: being able to switch Condition tokens from one fighter to another is quite useful, depending on your team. Either you have total control over crippling Condition markers (Poison ? Stack them on Yorg. Fear ? Stack them on Ievgeni. Slowdown ? Stack them on Irina), or you can use Minions like Fifi or Mishka to provide Rage tokens that you will give to your shooters. The latter use is by far the easiest and can give birth to such fearsome shooters (Yuri, Nikolaï) that your opponent will be running for cover. You can even switch the tokens during the round, so two shooters can benefit from them (OK, 2/round limit, but CBT and SPD +2 for any shooter, that's great). Don't hesitate to give Kirril one Fear token if necessary, as he can get rid of it easily, but not before you have used all the abilities you wanted, or he won't be able to do so afterwards (as they're all action abilities).<br />
<br />
<span style="font-style: italic;">- Temporal contraction</span>: to fully understand the power of this ability, we need to consider two things about your opponent's being forced to pass the hand. Firstly, it can be quite good when combined with the <span style="font-style: italic;">Hypnotic eye</span> ability, so you can activate your impossible-to-interrupt fighter right under your opponent's nose. Secondly, it can be used to shorten the game by one round, tremendously helpful when you're in the lead for VP (for example when you already have 3 Gun turrets activated) or want to sabotage your opponent Mission (Resistance's Follow the track Mission). Because yes, once your opponent passed the hand – as he must, thanks to this ability – you can also do it, therefore ending the activation phase as normal. Oh, and it's a bidding-related ability, isn't that great ? On the downside(s), it can turn against you, so my advice is to use this ability when you know you'll win or it doesn't matter to you. And the effect can be ignored if the opponent pay you 3 SP, meaning if it's really important for your opponent NOT to pass the hand, he will not bid and pay. So it's up to you to decide when best to use this ability: when your opponent cannot pay and/or bid, or to replenish your SP reserve (after all, Kirril's abilities mainly cost SP, except this one, so you can always activate it).<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Useful Tactical cards:</span></span><br />
- Enragement: of course.<br />
- Any cancellable card is good, either it works (most of the time, these card are powerful, like Enragement), or your opponent spend SP to cancel it and you gain a better hold on any bidding to come.<br />
- Synergy: a good use of <span style="font-style: italic;">Hypnothic eye</span> is (often) required, or a fighter with lots of Rage tokens.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Awesome interactions:</span></span><br />
- Irina: the rabbit lady gives her full measure when played with Kirril, mainly because you add one bidding-related ability to Kirril's. And it can be such a pain for your opponent that it's worth it. Stacking Slowdown tokens on her is also nice by the way.<br />
- Leonid: another bidding-related ability ? Hell yes ! And since you can stack Burn tokens on Leonid, it's almost perfect.<br />
- Mishka: already a great asset in itself, the Joker's bear is here as a Rage tokens generator for your shooter(s). Better generate these Rage tokens by killing enemies though, because if Mishka is too heavily wounded and without Rage tokens, its self efficiency is greatly decreased.<br />
- Mikhail: the mime is quite good in any team, so what to do with these two you might say ? Well, the main attraction here is Mikhail <span style="font-style: italic;">Certified copy</span> ability. Costly and you can only copy a given ability once per game, but being able to use two <span style="font-style: italic;">Temporal contraction</span> in one game can assure you of victory.<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Good interactions:</span></span><br />
- Yorg: the mighty mutant is already a powerful fighter, but he can gain a lot from Kirril, mainly being impossible to interrupt (as his SPD 4 can be annoying), and with one Rage token, he packs more punch without losing to much in thoughness. And he can receive all the Poison tokens you want, very useful when facing Bamakas.<br />
- Ievgeni: another slowpoke benefiting from the <span style="font-style: italic;">Hypnotic eye</span> ability, especially when his sister Olya is around. And a Fear token dump if needed.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Suggested teams:</span></span><br />
- Kirril + Yuri + Mishka + Leonid + Irina : Mishka is a Rage tokens generator, used for Yuri and Irina. And bidding will become a torture for your opponent<br />
- Kirril + Yorg + Ievgeni + Irina + Leonid: deals with all kind of tokens, powerful but slow<br />
- Kirril + Boris + Mikhail + Grusha + Tsar : a different kind of menagerie, with Mikhail as changeable as ever<br />
<br />
Author Nedzegob]]></description>
			<content:encoded><![CDATA[Kirril<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Introduction:</span></span><br />
Kirril is one of the most difficult Jokers fighter to handle, mainly because he doesn't fit with the customary gameplay of the Faction. So here are a few tips to help you with this overlooked fighter<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Analysis:</span></span><br />
Kirril's stats are pretty straightforward. PSI 5 and CBT 3, makes for a great Leader and a pitiful fighter, especially since he has no range weapon. With VIG 4 and SPD 5, he is in the upper-average of the Jokers, and can easily escape from, or dodge, other average fighters. So we have a very good Leader, better than Vassiliev or Yuri, and equal to Piotr, but no redeeming stats or abilities to help him fight or shoot. Not good seeing as he takes a quarter out of your points. So let's turn to his abilities and see what hides there.<br />
<br />
<span style="font-style: italic;">- Illusion</span>: first let's have a look at this very useful ability, as it's always active (as long as Kirril is on the Field of course) and it's the only one that doesn't cost you anything. In fact, it can even grant you extra SP ! Every time your opponent bids at least one SP, you earn one, and as you automatically win if both you and your opponent bid the same amount of SP (instead of having a null and void bid), it means that you 'only' have to guess if your opponent will bid 2 SP or more, as most often he will not bid at all. It gives you great control over any bidding-related event, first and foremost the start of the round bid, meaning you can easily choose who will be the start the round. And play a TC first. And activate a fighter first. Well you get the idea. And that degree of control in a faction with not so much SP most of the time is tremedously helpful, trust me.<br />
<br />
<span style="font-style: italic;">- Hypnotic eye</span>: after the <span style="font-style: italic;">Illusion</span> ability, let's have a look at this ability, as they match easily, although the <span style="font-style: italic;">Hypnotic eye</span> can be tricky to play right. As the players bid (yeah, I know, the card says bet, sorry about that), it means you can earn SP from the all thing. The impossible-to-interrupt next activation of the bidding's winner is a good, and main, effect of the ability, but must be considered with caution. If your opponent wins the bid, you must be sure that it won't cause you too many problems, so be prepared. I'd say that if the opponent won the bid, it means you let him win. If you win, don't forget that your opponent will still (try) to activate one of his fighter before your next activation, meaning you need to think two steps ahead. Really, this ability is good, but requires a lot of thinking. In fact, it's a way to force the hand of your opponent, and it's especially good when you have low SPD shooters. A great side effect of this ability is that it affects the next activation, be it this round or the next. So a good way to use this ability is to activate Kirril last, use the <span style="font-style: italic;">Hypnotic eye</span> and – thanks to your control over the First player bidding – gains a virtual <span style="font-style: italic;">Sinister laugh</span> the next round.<br />
<br />
<span style="font-style: italic;">- Hocus-pocus</span>: being able to switch Condition tokens from one fighter to another is quite useful, depending on your team. Either you have total control over crippling Condition markers (Poison ? Stack them on Yorg. Fear ? Stack them on Ievgeni. Slowdown ? Stack them on Irina), or you can use Minions like Fifi or Mishka to provide Rage tokens that you will give to your shooters. The latter use is by far the easiest and can give birth to such fearsome shooters (Yuri, Nikolaï) that your opponent will be running for cover. You can even switch the tokens during the round, so two shooters can benefit from them (OK, 2/round limit, but CBT and SPD +2 for any shooter, that's great). Don't hesitate to give Kirril one Fear token if necessary, as he can get rid of it easily, but not before you have used all the abilities you wanted, or he won't be able to do so afterwards (as they're all action abilities).<br />
<br />
<span style="font-style: italic;">- Temporal contraction</span>: to fully understand the power of this ability, we need to consider two things about your opponent's being forced to pass the hand. Firstly, it can be quite good when combined with the <span style="font-style: italic;">Hypnotic eye</span> ability, so you can activate your impossible-to-interrupt fighter right under your opponent's nose. Secondly, it can be used to shorten the game by one round, tremendously helpful when you're in the lead for VP (for example when you already have 3 Gun turrets activated) or want to sabotage your opponent Mission (Resistance's Follow the track Mission). Because yes, once your opponent passed the hand – as he must, thanks to this ability – you can also do it, therefore ending the activation phase as normal. Oh, and it's a bidding-related ability, isn't that great ? On the downside(s), it can turn against you, so my advice is to use this ability when you know you'll win or it doesn't matter to you. And the effect can be ignored if the opponent pay you 3 SP, meaning if it's really important for your opponent NOT to pass the hand, he will not bid and pay. So it's up to you to decide when best to use this ability: when your opponent cannot pay and/or bid, or to replenish your SP reserve (after all, Kirril's abilities mainly cost SP, except this one, so you can always activate it).<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Useful Tactical cards:</span></span><br />
- Enragement: of course.<br />
- Any cancellable card is good, either it works (most of the time, these card are powerful, like Enragement), or your opponent spend SP to cancel it and you gain a better hold on any bidding to come.<br />
- Synergy: a good use of <span style="font-style: italic;">Hypnothic eye</span> is (often) required, or a fighter with lots of Rage tokens.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Awesome interactions:</span></span><br />
- Irina: the rabbit lady gives her full measure when played with Kirril, mainly because you add one bidding-related ability to Kirril's. And it can be such a pain for your opponent that it's worth it. Stacking Slowdown tokens on her is also nice by the way.<br />
- Leonid: another bidding-related ability ? Hell yes ! And since you can stack Burn tokens on Leonid, it's almost perfect.<br />
- Mishka: already a great asset in itself, the Joker's bear is here as a Rage tokens generator for your shooter(s). Better generate these Rage tokens by killing enemies though, because if Mishka is too heavily wounded and without Rage tokens, its self efficiency is greatly decreased.<br />
- Mikhail: the mime is quite good in any team, so what to do with these two you might say ? Well, the main attraction here is Mikhail <span style="font-style: italic;">Certified copy</span> ability. Costly and you can only copy a given ability once per game, but being able to use two <span style="font-style: italic;">Temporal contraction</span> in one game can assure you of victory.<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Good interactions:</span></span><br />
- Yorg: the mighty mutant is already a powerful fighter, but he can gain a lot from Kirril, mainly being impossible to interrupt (as his SPD 4 can be annoying), and with one Rage token, he packs more punch without losing to much in thoughness. And he can receive all the Poison tokens you want, very useful when facing Bamakas.<br />
- Ievgeni: another slowpoke benefiting from the <span style="font-style: italic;">Hypnotic eye</span> ability, especially when his sister Olya is around. And a Fear token dump if needed.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Suggested teams:</span></span><br />
- Kirril + Yuri + Mishka + Leonid + Irina : Mishka is a Rage tokens generator, used for Yuri and Irina. And bidding will become a torture for your opponent<br />
- Kirril + Yorg + Ievgeni + Irina + Leonid: deals with all kind of tokens, powerful but slow<br />
- Kirril + Boris + Mikhail + Grusha + Tsar : a different kind of menagerie, with Mikhail as changeable as ever<br />
<br />
Author Nedzegob]]></content:encoded>
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			<title><![CDATA[[Survival of the fittest] : Yliss]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=1619</link>
			<pubDate>Wed, 26 Mar 2014 16:44:04 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=1619</guid>
			<description><![CDATA[Well, I've been away a loooong time, and I'm really sorry about that (work and everything).<br />
So here is something to start anew, tips and tricks about the good use of your favorite fighters, that I translated from the french forum. And we shall begin with Yliss, mistress of the slaves. What ? Yliss is not your favorite fighter ? Well, it's probably because she's hard to use. Let me explain...<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Introduction:</span></span><br />
Sister Yliss was the first leader for any Matriarchy team, but is now overshadowed by other sisters, like Kandjara, Ditta or Magdalena, especially since the Black Order starter has been replaced by the Red Order one.<br />
She is a typical support character, staying behind your front line while providing your Slaves with excellent boosts. A great asset and leader, she still is trickier to handle than fighting-prone sisters.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Analysis:</span></span><br />
If we stick to her stats, we see that Yliss will more than often be your Leader, with her 5 PSI value (top score to this day for the Matriarchy, though shared with Magdalena and Gabriele) and her valuable SPD 6. On the downside, her low CBT value indicates clearly that she is not fit for combat. Even if she can benefit from the <span style="font-style: italic;">Techno-killer</span> ability, don't forget that she is not very tough and can die easily, with only VIG 3 and not so much CP. This holds true in almost all the situations, particularly when facing the ISC, with their basic protection, but don't miss the chance to finish off weakened opponents (heavily wounded AND no AP left) with Tech equipment, like the Resistance, some Convoy or Askaris fighters.<br />
That being said, Yliss remains a typical support character, as her abilities show it clearly:<br />
Yliss is THE slave queen. She can do all sort of things to them, allowing even 10 points weaklings to become lethal threats. Her two main abilities – <span style="font-style: italic;">Miraculous extension</span> and <span style="font-style: italic;">Religious inspiration</span> – are AP consuming, which is a double-edged sword. You can use them almost anytime and it doesn't cripple your SP reserve, as opposed to SP consuming abilities, but you need to be extra careful when positioning Yliss, so as not to let her exposed to retaliation when she is out of AP. Also, it can be really hard to choose from using her abilities or completing your Mission (if it requires AP to complete, like picking up Artifacts for example).<br />
Again, your main concern with Yliss (and most of the Matriarchy, especially the Black order) is positioning. Keep her safe, behind some powerful (enhanced) slave(s) and try to keep at least one AP to dodge (she is quite good at dodging with her high SPD) if you send her forward. Her abilities have good range, so it is not that difficult to stay out of trouble, and if you feel threatened, she can retreat easily seeing as your high SPD enables you to interrupt most of your opponents. It's also a key to boost your slaves at the best time.<br />
 - <span style="font-style: italic;">Miraculous extension:</span> this ability is one of the best. It allows any Slave type fighter to remain a threat the all round, even if incapacitated, so wounds become (almost) unimportant. A temporarily immortal slave is useful in any situations, let's see why: your Slave charges or get charged, he can – I'm sorry – will retaliate no matter what. A CBT 5 immortal slave can be troublesome for a lot of opponents (especially the big brawlers), seeing as they have almost no good choices. Respond ? It will not prevent the Slave from attacking, and will cost them AP that could be used more efficently (fulfilling Missions or attacking these damn sisters); dodge ? Again it costs AP and the Slave will surely be alive at the end of the round, so he can carry on next round; do nothing ? Great ! The higher the CBT of the Slave is, the better, and if he can attack twice, it is even more troublesome. Now if you're not in the mood for combat, say for example you're playing a nice objective Mission, well your Slaves will be able to activate these Gun turrets, pick up Artifacts or convert Idols even if smashed to a pulp. Just keep your AP, die like a good slave and carry on the Mission.<br />
Now, a careful opponent will notice that a good slave is a dead slave, so keep in mind that most of your slaves will die when targeted by this ability. After all it's the only way for your opponent to prevent them from going around all game, and Black order sisters without slaves can't pack so much punch, so better deal with the latters when they come runing to you.<br />
So send your slaves to the death, but choose wisely in which order, to better confuse your opponent.<br />
 - <span style="font-style: italic;">Religious inspiration</span>, aka <span style="font-style: italic;">Miraculous extension</span> deadly sidekick. This allows your slave to be the most efficient killer no matter what, as he ignores wounds and poison effects ! An immortal slave ignoring wounds is such a pain that most opponents will flee before such perfect slayer. Again, it all comes down to positioning Yliss and her target well, so your slave is closer to his prey at the end of a round and you can start the next round with Yliss by interrupting (or bidding if required), boost the Slave and let your opponent wonder what to do (should I stay close to this horror or get away and... fall into the arms of the others/fail to complete my mission/etc.). As opposed to Miraculous extension, this ability is almost solely intended for combat efficiency, so don't waste AP with this if you don't need it, but try to stack the two abilities on the same slave for maximum results.<br />
 - <span style="font-style: italic;">Slave mistress</span>: it costs 2 SP and can only be used once per game, so better be sure to use it well. It allows you to activate a slave right after Yliss, without your opponent being able to interrupt you. Basically, you have a SPD 6 slave. Like Religious inspiration, this ability is mainly used for combat, you can see why. Target a Wrath-Man with a Violent knock TC, activate Yliss, stack your previous abilities on him, withdraw and activate the Slave mistress to charge with your Wrath-Man (bringing him outside his Inquisitor induced ability and giving him +2 CBT). CBT 9, ignores wounds and death... His target better be prepared, or it will be wiped out without mercy. Slave mistress is a game changing ability, mainly because it can allow your slow-ass salve to make the most of every boosts he can receive previously and kill almost anyone. Kill the right opponent and the rest of the game can become easier by far, even if your slave dies in the process (but what do you care if you lost a 15 points slave when your opponent lost his 30 points Leader/healer/fighter ?). On some occasion, Slave mistress can also be used as a Mission saver, for example if you're playing Holy relics and you need your slower slave to make a run for it. Don't underestimate the strategic uses of this ability, even if its killing efficiency is more noticeable.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Useful Tactical cards:</span></span><br />
- Violent knock: with 3 dedicated slaves (Wrath-Man, Torture-Man and the Berserk), this TC makes a powerful killer out of an already well boosted slave.<br />
- Medicinal Herb: a defensive TC, seeing as immortal slaves can heal themselves back to life if needed. It can change everything depending on the Mission.<br />
- Synergy: play it the round you know you will use the Slave mistress ability and you have a 4 AP slave, along with providing Yliss with one extra AP, useful for dodging. Don't forget the range limit though, as your targeted fighters must be within 10cm of each other when you play this card.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Awesome interactions:</span></span><br />
- Wrath-Man: one of the most powerful slaves, Wrath-Man is more efficient with Yliss than with Kandjara, because his Uncontrollable despair ability is easier to trigger with Yliss than with Kandjara (again, location is key).  A true killer who can make the most out of Yliss abilities.<br />
- Torture-Man: Yliss body-guard and another war-machine. Unlike Wrath-Man who is more of a big guy killer while away from the pack, Torture-Man must stick close to the sisters (location people) and can mow down weaker opponents with his Fentic barbary ability, all thanks to Yliss abilities.<br />
- Arya: an awesome pair, as Arya can provide a much needed freedom of movement for your slaves with her Brutal order ability. This way, your boosted slave can catch the cowards who ran away much easier, even with their low SPD.<br />
- Gabriele: the almighty duet. Gabriele being a Sister AND a Slave, she can take advantage of Yliss abilities with tremendous results when combined with her own abilities. But unforunately, she cannot be targeted with the Religious inspiration ability, as she doesn't have a lower PSI than Yliss (who said you only need to give her a Rage token ? Oh right, Gracianne...). Just be sure that when you lose Gabriele, she has already done her job.<br />
- Magdalena: mixing Black and Red order ? Once you tried it, you can't get enough. Both have activation related abilities, enabling a landslide of pain for your opponent. And the Command ability of Magdalena can be bring the Slave mistress at its best: a slave activated with a SPD 6 and Yliss still able to use her AP afterwards. Try to play the Synergy TC at the same time and you got 4 AP for Yliss AND the slave. So beautiful.<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Good interactions:</span></span><br />
- Dog-Man: for 10 points, this little fellow can become a real problem for your opponent when targeted by Yliss AP abilities. Miraculous extension is particularly useful when facing shooters, as Dog-Man hates those (low VIG and SPD).<br />
- Berserk: as an Inquisitor related slave, the Berserk is quite good with Yliss, but not compulsory. He can do as good with Kandjara if needed. On the upside, he doesn't need the Religious inspiration, as you want him wounded, so it saves AP for Yliss.<br />
- Leyla: not so much of a slave booster, but Leyla can be used to finish off wounded opponents (the ones on which you unleashed your boosted slaves) easily with her Perversion and 6 way to kill abilities.<br />
- Gracianne: slaves with Rage token (tokens if you manage to play the Enragement TC) are always bad news for your opponent, so imagine if these slaves are boosted by Yliss on top ot it.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Suggested teams:</span></span><br />
Yliss – Gabriele – Arya – Wrath-Man – Dog-Man ; long range killer team<br />
Yliss – Gabriele – Gracianne – Torture-Man – Pain-Man ; close range killer team<br />
Yliss – Magdalena – Alena/Leyla – Torture-Man – Pain-Man ; balanced team, quite powerful<br />
Yliss – Kandjara – Torture-Man – Colossus-Man – Pain-Man – Dog-Man ; tricky but powerful<br />
<br />
<span style="font-style: italic;">Author : Bidule</span>]]></description>
			<content:encoded><![CDATA[Well, I've been away a loooong time, and I'm really sorry about that (work and everything).<br />
So here is something to start anew, tips and tricks about the good use of your favorite fighters, that I translated from the french forum. And we shall begin with Yliss, mistress of the slaves. What ? Yliss is not your favorite fighter ? Well, it's probably because she's hard to use. Let me explain...<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Introduction:</span></span><br />
Sister Yliss was the first leader for any Matriarchy team, but is now overshadowed by other sisters, like Kandjara, Ditta or Magdalena, especially since the Black Order starter has been replaced by the Red Order one.<br />
She is a typical support character, staying behind your front line while providing your Slaves with excellent boosts. A great asset and leader, she still is trickier to handle than fighting-prone sisters.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Analysis:</span></span><br />
If we stick to her stats, we see that Yliss will more than often be your Leader, with her 5 PSI value (top score to this day for the Matriarchy, though shared with Magdalena and Gabriele) and her valuable SPD 6. On the downside, her low CBT value indicates clearly that she is not fit for combat. Even if she can benefit from the <span style="font-style: italic;">Techno-killer</span> ability, don't forget that she is not very tough and can die easily, with only VIG 3 and not so much CP. This holds true in almost all the situations, particularly when facing the ISC, with their basic protection, but don't miss the chance to finish off weakened opponents (heavily wounded AND no AP left) with Tech equipment, like the Resistance, some Convoy or Askaris fighters.<br />
That being said, Yliss remains a typical support character, as her abilities show it clearly:<br />
Yliss is THE slave queen. She can do all sort of things to them, allowing even 10 points weaklings to become lethal threats. Her two main abilities – <span style="font-style: italic;">Miraculous extension</span> and <span style="font-style: italic;">Religious inspiration</span> – are AP consuming, which is a double-edged sword. You can use them almost anytime and it doesn't cripple your SP reserve, as opposed to SP consuming abilities, but you need to be extra careful when positioning Yliss, so as not to let her exposed to retaliation when she is out of AP. Also, it can be really hard to choose from using her abilities or completing your Mission (if it requires AP to complete, like picking up Artifacts for example).<br />
Again, your main concern with Yliss (and most of the Matriarchy, especially the Black order) is positioning. Keep her safe, behind some powerful (enhanced) slave(s) and try to keep at least one AP to dodge (she is quite good at dodging with her high SPD) if you send her forward. Her abilities have good range, so it is not that difficult to stay out of trouble, and if you feel threatened, she can retreat easily seeing as your high SPD enables you to interrupt most of your opponents. It's also a key to boost your slaves at the best time.<br />
 - <span style="font-style: italic;">Miraculous extension:</span> this ability is one of the best. It allows any Slave type fighter to remain a threat the all round, even if incapacitated, so wounds become (almost) unimportant. A temporarily immortal slave is useful in any situations, let's see why: your Slave charges or get charged, he can – I'm sorry – will retaliate no matter what. A CBT 5 immortal slave can be troublesome for a lot of opponents (especially the big brawlers), seeing as they have almost no good choices. Respond ? It will not prevent the Slave from attacking, and will cost them AP that could be used more efficently (fulfilling Missions or attacking these damn sisters); dodge ? Again it costs AP and the Slave will surely be alive at the end of the round, so he can carry on next round; do nothing ? Great ! The higher the CBT of the Slave is, the better, and if he can attack twice, it is even more troublesome. Now if you're not in the mood for combat, say for example you're playing a nice objective Mission, well your Slaves will be able to activate these Gun turrets, pick up Artifacts or convert Idols even if smashed to a pulp. Just keep your AP, die like a good slave and carry on the Mission.<br />
Now, a careful opponent will notice that a good slave is a dead slave, so keep in mind that most of your slaves will die when targeted by this ability. After all it's the only way for your opponent to prevent them from going around all game, and Black order sisters without slaves can't pack so much punch, so better deal with the latters when they come runing to you.<br />
So send your slaves to the death, but choose wisely in which order, to better confuse your opponent.<br />
 - <span style="font-style: italic;">Religious inspiration</span>, aka <span style="font-style: italic;">Miraculous extension</span> deadly sidekick. This allows your slave to be the most efficient killer no matter what, as he ignores wounds and poison effects ! An immortal slave ignoring wounds is such a pain that most opponents will flee before such perfect slayer. Again, it all comes down to positioning Yliss and her target well, so your slave is closer to his prey at the end of a round and you can start the next round with Yliss by interrupting (or bidding if required), boost the Slave and let your opponent wonder what to do (should I stay close to this horror or get away and... fall into the arms of the others/fail to complete my mission/etc.). As opposed to Miraculous extension, this ability is almost solely intended for combat efficiency, so don't waste AP with this if you don't need it, but try to stack the two abilities on the same slave for maximum results.<br />
 - <span style="font-style: italic;">Slave mistress</span>: it costs 2 SP and can only be used once per game, so better be sure to use it well. It allows you to activate a slave right after Yliss, without your opponent being able to interrupt you. Basically, you have a SPD 6 slave. Like Religious inspiration, this ability is mainly used for combat, you can see why. Target a Wrath-Man with a Violent knock TC, activate Yliss, stack your previous abilities on him, withdraw and activate the Slave mistress to charge with your Wrath-Man (bringing him outside his Inquisitor induced ability and giving him +2 CBT). CBT 9, ignores wounds and death... His target better be prepared, or it will be wiped out without mercy. Slave mistress is a game changing ability, mainly because it can allow your slow-ass salve to make the most of every boosts he can receive previously and kill almost anyone. Kill the right opponent and the rest of the game can become easier by far, even if your slave dies in the process (but what do you care if you lost a 15 points slave when your opponent lost his 30 points Leader/healer/fighter ?). On some occasion, Slave mistress can also be used as a Mission saver, for example if you're playing Holy relics and you need your slower slave to make a run for it. Don't underestimate the strategic uses of this ability, even if its killing efficiency is more noticeable.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Useful Tactical cards:</span></span><br />
- Violent knock: with 3 dedicated slaves (Wrath-Man, Torture-Man and the Berserk), this TC makes a powerful killer out of an already well boosted slave.<br />
- Medicinal Herb: a defensive TC, seeing as immortal slaves can heal themselves back to life if needed. It can change everything depending on the Mission.<br />
- Synergy: play it the round you know you will use the Slave mistress ability and you have a 4 AP slave, along with providing Yliss with one extra AP, useful for dodging. Don't forget the range limit though, as your targeted fighters must be within 10cm of each other when you play this card.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Awesome interactions:</span></span><br />
- Wrath-Man: one of the most powerful slaves, Wrath-Man is more efficient with Yliss than with Kandjara, because his Uncontrollable despair ability is easier to trigger with Yliss than with Kandjara (again, location is key).  A true killer who can make the most out of Yliss abilities.<br />
- Torture-Man: Yliss body-guard and another war-machine. Unlike Wrath-Man who is more of a big guy killer while away from the pack, Torture-Man must stick close to the sisters (location people) and can mow down weaker opponents with his Fentic barbary ability, all thanks to Yliss abilities.<br />
- Arya: an awesome pair, as Arya can provide a much needed freedom of movement for your slaves with her Brutal order ability. This way, your boosted slave can catch the cowards who ran away much easier, even with their low SPD.<br />
- Gabriele: the almighty duet. Gabriele being a Sister AND a Slave, she can take advantage of Yliss abilities with tremendous results when combined with her own abilities. But unforunately, she cannot be targeted with the Religious inspiration ability, as she doesn't have a lower PSI than Yliss (who said you only need to give her a Rage token ? Oh right, Gracianne...). Just be sure that when you lose Gabriele, she has already done her job.<br />
- Magdalena: mixing Black and Red order ? Once you tried it, you can't get enough. Both have activation related abilities, enabling a landslide of pain for your opponent. And the Command ability of Magdalena can be bring the Slave mistress at its best: a slave activated with a SPD 6 and Yliss still able to use her AP afterwards. Try to play the Synergy TC at the same time and you got 4 AP for Yliss AND the slave. So beautiful.<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Good interactions:</span></span><br />
- Dog-Man: for 10 points, this little fellow can become a real problem for your opponent when targeted by Yliss AP abilities. Miraculous extension is particularly useful when facing shooters, as Dog-Man hates those (low VIG and SPD).<br />
- Berserk: as an Inquisitor related slave, the Berserk is quite good with Yliss, but not compulsory. He can do as good with Kandjara if needed. On the upside, he doesn't need the Religious inspiration, as you want him wounded, so it saves AP for Yliss.<br />
- Leyla: not so much of a slave booster, but Leyla can be used to finish off wounded opponents (the ones on which you unleashed your boosted slaves) easily with her Perversion and 6 way to kill abilities.<br />
- Gracianne: slaves with Rage token (tokens if you manage to play the Enragement TC) are always bad news for your opponent, so imagine if these slaves are boosted by Yliss on top ot it.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Suggested teams:</span></span><br />
Yliss – Gabriele – Arya – Wrath-Man – Dog-Man ; long range killer team<br />
Yliss – Gabriele – Gracianne – Torture-Man – Pain-Man ; close range killer team<br />
Yliss – Magdalena – Alena/Leyla – Torture-Man – Pain-Man ; balanced team, quite powerful<br />
Yliss – Kandjara – Torture-Man – Colossus-Man – Pain-Man – Dog-Man ; tricky but powerful<br />
<br />
<span style="font-style: italic;">Author : Bidule</span>]]></content:encoded>
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			<title><![CDATA[Is there a map?]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=1602</link>
			<pubDate>Mon, 07 Oct 2013 13:35:19 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=1602</guid>
			<description><![CDATA[So I just recently got my hands on the Official Universe and Rulebook from EDEN (its great).  But after glancing through, I thought there was one thing it was lacking, and that is a map of the world as it is.  Does this exist anywhere that is known?  It would be a cool feature I think.  Each faction break down somewhat describes the regions that they control, but I think this would have been much better suited to a   map.]]></description>
			<content:encoded><![CDATA[So I just recently got my hands on the Official Universe and Rulebook from EDEN (its great).  But after glancing through, I thought there was one thing it was lacking, and that is a map of the world as it is.  Does this exist anywhere that is known?  It would be a cool feature I think.  Each faction break down somewhat describes the regions that they control, but I think this would have been much better suited to a   map.]]></content:encoded>
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			<title><![CDATA[Matriarchy Red vs Black]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=1598</link>
			<pubDate>Tue, 17 Sep 2013 17:37:56 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=1598</guid>
			<description><![CDATA[Can anyone here sum of the differences between Red and Black orders of the Matriarchy?   From my understanding they are still allies, though not necessarily all that friendly.   I am not so good at French, but I'd like to know a bit of the back story there if anyone on the forum has figured it out.<br />
<br />
(Basically, I just spend a lot of time thinking about Eden while I wait for my miniatures to arrive).]]></description>
			<content:encoded><![CDATA[Can anyone here sum of the differences between Red and Black orders of the Matriarchy?   From my understanding they are still allies, though not necessarily all that friendly.   I am not so good at French, but I'd like to know a bit of the back story there if anyone on the forum has figured it out.<br />
<br />
(Basically, I just spend a lot of time thinking about Eden while I wait for my miniatures to arrive).]]></content:encoded>
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			<title><![CDATA[Complete Forcelist aviable ?]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=756</link>
			<pubDate>Sat, 07 Apr 2012 09:26:58 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=756</guid>
			<description><![CDATA[Hi there, <br />
<br />
i want to start with a new Skirmish game. I take a look at "D... Age" and Eden. I love the miniatures of both games but didnt dig into the rules rigt now. One thing i realy miss in Eden is a complete Forcelist for the faktions. I love to have a complete overview of the aviable armys, so i can find one that fits my playing style. I havent found such list for Eden, are there some list aviable or do i have to buy a starter box for more information about the armys ?]]></description>
			<content:encoded><![CDATA[Hi there, <br />
<br />
i want to start with a new Skirmish game. I take a look at "D... Age" and Eden. I love the miniatures of both games but didnt dig into the rules rigt now. One thing i realy miss in Eden is a complete Forcelist for the faktions. I love to have a complete overview of the aviable armys, so i can find one that fits my playing style. I havent found such list for Eden, are there some list aviable or do i have to buy a starter box for more information about the armys ?]]></content:encoded>
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			<title><![CDATA[Bamaka : a quick story]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=745</link>
			<pubDate>Mon, 20 Feb 2012 22:02:26 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=745</guid>
			<description><![CDATA[I thought some people would enjoy some background stories, so I started translating some texts from the french side.<br />
We'll start with the Bamaka clan and their origins in this brief overview.<br />
Feel free to comment and correct the mistakes (Kenton, if you read me <img src="images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /> ) so I can improve my english <img src="images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /><br />
<br />
<span style="font-weight: bold;">Origins : The Myth of Babakar</span><br />
The Bamaka Clan's roots lie in Africa. The story of its long journey toward the North and the partially dried Mediterrean Sea is an epic-tale with many tragic events, but is also transfigured by the survivors' heroism. As for the clan's origin, it is known through a myth which becomes confused with the Apocalypse itself, the myth of Babakar.<br />
<br />
Few people remember the troubled times before the great tide of fire that engulfed the surface of the Earth. Bad memories anyway, nothing but atrocities and hopelessness. The heart of Mankind had stopped beating way before the bell toll. Human rights didn't mean a thing anymore to the overproud nations which fought for the resources of the black continent.<br />
<br />
Which totalitarian regime first came up with the idea of using eugenics to create genetically enhanced soldiers ? What matters is that it was followed by its rivals, and transgenic technics were tested on a massive scale in death camps which covered Africa by then, like a scorching net of suffering and inhumanity.<br />
<br />
High-resistance to viruses, toxic agents, tiredness and pain ; reaction, coordination, sense perception enhancement : those were the objectives of the projects using EVA (Enhancing Viral Agents). The genetic pool of the african fauna was exploited, unholy experiments were undertaken in secret laboratories. The first guinea-pigs died of devastating cancer or orphan diseases, their fate written down in registers, burnt since then, a cold after-life of identification numbers and autopsy reports.<br />
<br />
As the technical knowledge improved, some people realised that the viruses used to alter the gene pool worked better on pre-pubescent children. Units of child-monsters, as efficient as they were fierce, got noticed pretty fast on the battlefields. A new step in the barbarian use of children. One of these children on the border of Humankind was named Babakar.<br />
<br />
Torn from his family at an early age, facing horrors in the following monthes, the mental health of Babakar wavered many times, and he only owed his survival to his martial prowess as much as his iron will. He had some recollections of his people old religion, his ancestors talked to him, and he talked back. Alive with this supernatural force, he rose quickly through the ranks of his unit. He took part in special operations and brutal takeovers. When his ancestors foretold him the Wrath of Ngaï, the Sovereign Being, and the Sword of Fire that would engulf the world, he deserted and went back home, somewhere between Kenya and Tanzania, followed by his most faithfull monster pals. To them, his new people, he prophesized the Apocalypse.<br />
<br />
And the Bamaka Clan rose up from the ashes. 'Bamaka' means 'Clan of the Warlord Babakar'. Babakar lead his clan up North. On his way, he met, defeated and assimilated other crowds of survivors, from various origins, absorbing people and customs alike. The journey took many long years. On a hill dominating Syracuse, an old and exhausted Babakar gave up his chiefdom to his heirs, the Chakas.<br />
<br />
Babakar was a masaï, and he asked to have a predator burial, like a common man. His body was left naked on the ground, then he was coated with fat and blood, in order to attract carrion feeders. A great number of scavengers came to enjoy the feast, and among the people watching, some believed they saw the cloak of Ngai flying with the vutlures. In the end, even the bones disappeared.<br />
<br />
<span style="font-weight: bold;">Clan structure</span><br />
Because of the high infant-mortality rate, induced by both the erratic mutations and the poor hygenic conditions, un child is not considered as a clan member before the third moon. At this time, we try to discover the type of mutation that will determine his caln usefullness, so that his training can start as soon as possible. It is no easy task however, and it requires close examinations as much as magical rituals. Some mutations, not the most common fortunately, can indeed lay dorment untill puberty. Children sharing close-related mutations are gathered in spiritual brotherhoods, which become their new family till death, or, if they live long enough, untill they become elders.<br />
<br />
Women form a community of their own, in which they are teached combat and hunting skills just like the boys, but they leave this community when marrying and join the brotherhood of their husband. Some young women, the most skilled and/or the ones with special mutations, can delay their marriage and join the Amazons sisterhood, which fight alongside the men. Married women gifted with ability to 'sense' the water can join the sisterhood of the Spring. Sexuality among the clan is free, but child-bearing is only acknowledge within married couple, in order to keep track of the mutations. This is why marriages are decided very early and only between identical or compatible mutant-type, leaving no place for love. Each brotherhood or sisterhood has its own initatic rituals. Failure is not an option in those rituals, and those unfortunate enough to fail are simply cast away in the desert.<br />
<br />
There is seven brotherhood in all, each with its own Chaka. The elders of the clan, called the Wise-ones, form an honorary brotherhood, devoted to teaching and judgement. Their Chaka is named Agaboko Stern-wrinkle, and even though he only is an advisor, he is the most revered Chaka, the one who trully decides of the clan fate.]]></description>
			<content:encoded><![CDATA[I thought some people would enjoy some background stories, so I started translating some texts from the french side.<br />
We'll start with the Bamaka clan and their origins in this brief overview.<br />
Feel free to comment and correct the mistakes (Kenton, if you read me <img src="images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /> ) so I can improve my english <img src="images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /><br />
<br />
<span style="font-weight: bold;">Origins : The Myth of Babakar</span><br />
The Bamaka Clan's roots lie in Africa. The story of its long journey toward the North and the partially dried Mediterrean Sea is an epic-tale with many tragic events, but is also transfigured by the survivors' heroism. As for the clan's origin, it is known through a myth which becomes confused with the Apocalypse itself, the myth of Babakar.<br />
<br />
Few people remember the troubled times before the great tide of fire that engulfed the surface of the Earth. Bad memories anyway, nothing but atrocities and hopelessness. The heart of Mankind had stopped beating way before the bell toll. Human rights didn't mean a thing anymore to the overproud nations which fought for the resources of the black continent.<br />
<br />
Which totalitarian regime first came up with the idea of using eugenics to create genetically enhanced soldiers ? What matters is that it was followed by its rivals, and transgenic technics were tested on a massive scale in death camps which covered Africa by then, like a scorching net of suffering and inhumanity.<br />
<br />
High-resistance to viruses, toxic agents, tiredness and pain ; reaction, coordination, sense perception enhancement : those were the objectives of the projects using EVA (Enhancing Viral Agents). The genetic pool of the african fauna was exploited, unholy experiments were undertaken in secret laboratories. The first guinea-pigs died of devastating cancer or orphan diseases, their fate written down in registers, burnt since then, a cold after-life of identification numbers and autopsy reports.<br />
<br />
As the technical knowledge improved, some people realised that the viruses used to alter the gene pool worked better on pre-pubescent children. Units of child-monsters, as efficient as they were fierce, got noticed pretty fast on the battlefields. A new step in the barbarian use of children. One of these children on the border of Humankind was named Babakar.<br />
<br />
Torn from his family at an early age, facing horrors in the following monthes, the mental health of Babakar wavered many times, and he only owed his survival to his martial prowess as much as his iron will. He had some recollections of his people old religion, his ancestors talked to him, and he talked back. Alive with this supernatural force, he rose quickly through the ranks of his unit. He took part in special operations and brutal takeovers. When his ancestors foretold him the Wrath of Ngaï, the Sovereign Being, and the Sword of Fire that would engulf the world, he deserted and went back home, somewhere between Kenya and Tanzania, followed by his most faithfull monster pals. To them, his new people, he prophesized the Apocalypse.<br />
<br />
And the Bamaka Clan rose up from the ashes. 'Bamaka' means 'Clan of the Warlord Babakar'. Babakar lead his clan up North. On his way, he met, defeated and assimilated other crowds of survivors, from various origins, absorbing people and customs alike. The journey took many long years. On a hill dominating Syracuse, an old and exhausted Babakar gave up his chiefdom to his heirs, the Chakas.<br />
<br />
Babakar was a masaï, and he asked to have a predator burial, like a common man. His body was left naked on the ground, then he was coated with fat and blood, in order to attract carrion feeders. A great number of scavengers came to enjoy the feast, and among the people watching, some believed they saw the cloak of Ngai flying with the vutlures. In the end, even the bones disappeared.<br />
<br />
<span style="font-weight: bold;">Clan structure</span><br />
Because of the high infant-mortality rate, induced by both the erratic mutations and the poor hygenic conditions, un child is not considered as a clan member before the third moon. At this time, we try to discover the type of mutation that will determine his caln usefullness, so that his training can start as soon as possible. It is no easy task however, and it requires close examinations as much as magical rituals. Some mutations, not the most common fortunately, can indeed lay dorment untill puberty. Children sharing close-related mutations are gathered in spiritual brotherhoods, which become their new family till death, or, if they live long enough, untill they become elders.<br />
<br />
Women form a community of their own, in which they are teached combat and hunting skills just like the boys, but they leave this community when marrying and join the brotherhood of their husband. Some young women, the most skilled and/or the ones with special mutations, can delay their marriage and join the Amazons sisterhood, which fight alongside the men. Married women gifted with ability to 'sense' the water can join the sisterhood of the Spring. Sexuality among the clan is free, but child-bearing is only acknowledge within married couple, in order to keep track of the mutations. This is why marriages are decided very early and only between identical or compatible mutant-type, leaving no place for love. Each brotherhood or sisterhood has its own initatic rituals. Failure is not an option in those rituals, and those unfortunate enough to fail are simply cast away in the desert.<br />
<br />
There is seven brotherhood in all, each with its own Chaka. The elders of the clan, called the Wise-ones, form an honorary brotherhood, devoted to teaching and judgement. Their Chaka is named Agaboko Stern-wrinkle, and even though he only is an advisor, he is the most revered Chaka, the one who trully decides of the clan fate.]]></content:encoded>
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			<title><![CDATA[who is this?]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=740</link>
			<pubDate>Sun, 05 Feb 2012 18:33:41 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=740</guid>
			<description><![CDATA[In the new Tabletop Insider (German Tabletop Magazine)<br />
is a picture in the Resistance advertisement of a dude in a hazard suit with somethin like a massive drill. Is this by any chance a sneakpeak?]]></description>
			<content:encoded><![CDATA[In the new Tabletop Insider (German Tabletop Magazine)<br />
is a picture in the Resistance advertisement of a dude in a hazard suit with somethin like a massive drill. Is this by any chance a sneakpeak?]]></content:encoded>
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			<title><![CDATA[Curious about translations...]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=102</link>
			<pubDate>Sat, 19 Mar 2011 17:17:34 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=102</guid>
			<description><![CDATA[Hey, I was just curious. Is there any plans for a translation of the French site into English. Just curious as it would be nice to know all the background for the game and definitely wouldn't hurt sales to English speaking countries.<br />
<br />
Thanks.]]></description>
			<content:encoded><![CDATA[Hey, I was just curious. Is there any plans for a translation of the French site into English. Just curious as it would be nice to know all the background for the game and definitely wouldn't hurt sales to English speaking countries.<br />
<br />
Thanks.]]></content:encoded>
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			<title><![CDATA[Taban's non-Eden miniatures]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=7</link>
			<pubDate>Sun, 10 Jan 2010 07:10:08 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=7</guid>
			<description><![CDATA[I'm thinking about models like the tank girl model, do you guys have any thoughts about incorporating them into the Eden game, or are they a totally separate project?]]></description>
			<content:encoded><![CDATA[I'm thinking about models like the tank girl model, do you guys have any thoughts about incorporating them into the Eden game, or are they a totally separate project?]]></content:encoded>
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			<title><![CDATA[Background-check...]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=5</link>
			<pubDate>Sat, 09 Jan 2010 05:49:05 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=5</guid>
			<description><![CDATA[We have but brief descriptions of the factions to date... How about the world? <br />
<br />
<br />
Will there be any fluffy texts soon for us to explore the EDEN universe?]]></description>
			<content:encoded><![CDATA[We have but brief descriptions of the factions to date... How about the world? <br />
<br />
<br />
Will there be any fluffy texts soon for us to explore the EDEN universe?]]></content:encoded>
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