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Saturday 21 December 2019

KR Review #81: Tahron

It seems that the impossible might finally become possible! Wow, is it Christmas? Yes, it is!

When PoliganToys first geared up for Key Raiders, there were two items that I immediately started thinking about: the board game that originally inspired this universe and a playset for the toys. The board game could be relatively easy, but the playset seemed impossible. I was reminded again and again of the obstacles: it would be too complicated, too big, too expensive.

A bit more than four years after writing my first review of a KR figure prototype, both the game and the first playset are finally a reality, at least in prototype form. The process to combine them in a single item and to make it not obnoxiously large was definitely complicated. And if it's ever released, it will be expensive. But, on the whole, it will be worth it.

In a nutshell, the Tahron playset is the largest KR item ever to be produced by PoliganToys and can be used for playing the Key Raiders Game, a two-player strategy game played with staction figures and magnetic bricks on a board fitted with two vertical walls. The game's mechanic involves hand management, grid movement and pattern recognition, and its aim is to open a gateway in the opponent’s multiversal wall. The two players try to reach that goal by defeating each other during several battles and fights, in order to remove as many bricks as possible from each other’s wall.

Details
Name: Tahron
Subtitle: mystical land of magic and science
Classification: area of land
Home: Tahron
Affiliation: shared by Theriom, Destructomorph, Rexodon and Spektrosaur
Rank: theatre of war.

Description
The playset/board game features:
• 45 tokens for the game
• A gameboard/battleground scenery
• Two multiversal walls with 100 magnetic bricks (50 gold and 50 silver)
• Four towers that can be placed at the four corners of the gameboard for being used with the KR action figures
• Four additional ramps and countless accessories for the towers
• Three chips that are shaped and coloured like Antikythron crystals
• A six-sided die.

I'm going to describe all these components separately.

Tokens
Each token is composed of a hollow cylindrical grey-brown base and a double mini staction figure - the latter can be reversed and half-inserted into the former, in order to show, in accordance with the progress of the game, either a generic warrior piece (face down token) or a specific one (face up token). The cylindrical base bears a pointer, which is used to indicate the player who owns the piece. The properties of each specific warrior, which are summarised in the table below, are: class (22 Gold pieces, 22 Silver pieces and one Aether piece), a special ability or limitation (only carried by some pieces), faction (11 Theriom pieces, 11 Destructomorph pieces, 11 Rexodon pieces, 11 Spektrosaur pieces and one Neutral piece), agility (a style of moving/capturing similarly to chess pieces – 24 Riders, 12 Leapers and 8 Jumpers) and strength (a numerical value between 1 and 13 or, in one case, equal to 100)

List of game pieces and their properties.

Gameboard
The gameboard/battleground scenery has 100 alternated gold and silver step-stones arranged in a 10-by-10 grid. The 10 rows (or ranks) are denoted with numbers 1 to 10, while the 10 columns (or files) are denoted with letters a to j. The board is divided into two main zones: a Gold Zone and a Silver Zone. In the Gold Zone, rank 1 is called Trench, rank 2 becomes elevated and sustained by a removable Multiversal Wall, rank 3 is called Second Line, rank 4 is called Frontline and rank 5 is called Battlefield; in the Silver Zone, from rank 10 to 6, the nomenclature is identical. The side of the board nearest to file “a” presents a Declaration Area and a Reinforcement Area, while the opposite side presents a Round Area.

Multiversal Walls
Each wall is modelled after the Great Wall of China, and carries a row of 10 alternated gold and silver step-stones on the top as well as 50 removable bricks arranged in a 10-by-5 grid on the front. Each brick bears a symbol related to the KR mythos.

Theriom City Tower (Theriom)
Exterior: this red&gold tower is modelled after Beijing's Forbidden City. There are two gargoyle-like stone statues standing in front of a majestic opening wooden gate ornamented with the Theriom symbol (i.e., a seven-pointed golden star with the two side points elongated); each statue resembles a sitting minotaur/centaur creature with bat wings and a lion head on the back and chest of its humanoid upper body, and has moving head, arms and tail
Interior: a metal sculpture of a chimeric creature (similar to those outside) on a stone pedestal can be positioned on the lower, bricky level and can split open to showcase the three enchanted helmets (which came with Foundation Elykta and are not included with this set). An oval holographic conference table with a map of Tahron can be placed in the council room on the upper level, where scenes related to Tahron mythology/history have been frescoed on the wall and ceiling; the wall also has a holder to store the four halberds in a criss-crossed way, and an escape door that leads to an outside balcony. A Combat Training Robot action figure is also included and can be connected to a swivelling charging unit in the lower level. For those who might have forgotten, at the beginning of the sixth comic issue of the Foundation series, Tir-Hing is shown to struggle with defeating a Combat Training unit and has to be saved by his Troopers. This robot is normally in an R2D2-like diminutive droid form, which is the 5-inch tall version coming with this set. Coloured metallic light-blue, gold and silver, it rolls on two legs and features a two-side body with alternate appearances, so the figure can be turned to be displayed to one's liking. The pivoting domed head (which is ball jointed and interchangeable with other figures) utilises a pair of photo-receptors (a single black camera lens on one side and a more complex bronze telephoto lens on the other side); the bin-shaped torso bears a sort of conical drill bit at the bottom and two symbols on the front (a gold Theriom emblem on one side and a light-blue glowing disc on the other side); the swivelling shoulder articulation joints at the top of the legs hold four fully articulated mechanical arms (two with claws that grasp an axe and a shield on one side, and two with rotating mace and blade attachments on the other side); finally the feet have pairs of motorised all-terrain wheels on one side and small rocket boosters on the other side. Hopefully, one day we'll also get the much cooler expanded form.

Dekropolis Tower (Destructomorph)
Exterior: this metallic light-blue&pearlescent white tower represents the central building of the five-tower decommissioned shipyard seen in the comics. The base features a flooded detention basin, while the front of the building has an opening overhead gate (which, when closed, resembles a broad ladder staircase ascending to the upper level) and two swinging walls that reveal retractable pivoting laser cannons with seats and flip-up canopies (these are removable and can be used as one-man aerial assault vehicles). The upper level shows an open structure reminiscent of a launch bay, flanked by two sculpted doors and surmounted by an elliptical observation window. The window has been modified by Deptilion by adding some railings, which make it appear almost like an insect eye from a distance. A removable turret on top of the domed roof can work as an escape pod that seats one figure in a lying position
Interior: the lower level is used as a prison and has two giant chains, which are made of plastic and are connected to a flat disk attached to the ground (almost any figure can be cuffed to these shackles). The floor with the attached chains can be lifted to reveal a magma chamber inhabited by a horrifying worm-like, star-nosed creature with a number of fleshy, beady-eyed radiating tentacles around its monstrous snout (the monster emerging from the red hot magma is a separate piece and has a ball jointed head). The upper level looks like a technological laboratory and shows, alongside a Destructomorph emblem (i.e., a square-shaped blueish spider whose back slightly resembles a demoniac face, partly chiselled on a shield above the observation window and partly wrapped around its frame), many sculpted details such as pivoting control panels, pipes and cables, while a secret compartment made to slide horizontally in and out of the ceiling/floor between the lower and upper levels allows for hiding Deptilion's halberd.

Rokang Tar Tower (Rexodon)
Exterior: this dark-bronze&steel building, which is modelled after the ogival, redented towers of Angkor Wat, is the tallest of the four towers and the one that has most features. However, apart from a curved stairway that leads to a sort of rose window displaying the Rexodon symbol (i.e., a red reptile skull), there's not much going on outside
Interior: there are four floors - the base (or foundation), two mid-levels and a top level. The base has a dungeon with a sculpted floor grate, an angular metal cage and an opening door, to hold one prisoner. The lower mid-level has a throne, which fits Bi-Harr's figure and is suspended from the ceiling, and a round vault-like entrance door hinged on the wall (which is the inner side of the rose window and has a bird-like gargoyle on top of the inner frame). The upper mid-level has a computer console (with images on the screen that can change by turning a dial) mounted on the wall as well as a slot through which the top of the throne fits; a circular piece of plastic locks the throne in place and can be concealed by a chair that allows a figure (for example Loghar) to sit at the computer. The throne can be moved by turning the circular piece around, allowing a trap door (which appears like a low-rise stairway climbing towards the throne) on the lower mid-level to open and a figure to drop in the dungeon. The front of the bud-shaped top level of the tower (which features some great detail work - with some difficulties, you can make out a reptile skull in its pattern) can swing open, revealing a base for attaching a swivelling/hinged cannon with seat, dual handgrips, HUD face shield and spring-loaded firing mechanism for two missiles; the cannon base shows some nice tech-mech details such as circuitry and gears, and can also serve as a perch for a Pterajet. Each level of the tower can be reached by a working elevator, which can be manually raised and lowered by means of a Rexodon emblem-shaped hand crank (not sure this will be included in the final product) at the base of the elevator shaft; the shaft has a ball jointed ceratopsian skull ornament on top, which can also be used as a head for any figures.

Artelon Tower (Spektrosaur)
Exterior: this grey&ochre tower is modelled after Petra's Al-Khazneh. The central feature of this building is the giant cobra head-shaped facade with eyes and fangs that glow in the dark. The base features a moat as well as a lockable two-segment drawbridge (which folds in the shape of the number 1) as the cobra's gaping mouth; by pushing a stone-button in the adjacent wall, the chained, toothed drawbridge drops down and extends across the moat, thereby letting a figure enter the tower. A number of weapons are sculpted into the bottom of the moat, alongside various bones, a series of footprints, and a crocodile with a hinged upper jaw right under the drawbridge. There is also a separate turtle figure that can be placed in the moat. The moat is fed by a greenish waterfall off the side wall of the building, which is also visible from the inside; the falls are slightly translucent, so if you have a light source behind it, they look like they're glowing... that's pretty menacing! Additionally, rubber pieces resembling trickles and drips of the greenish fluid adorn the top of the tower and the floors inside the building, respectively. A pair of viper-shaped statues emerging from the walls to the left and right of the cobra facade have scaly upper bodies in defensive posture that can fictionally animate to lunge and bite at any interloping warriors (in the toy, they can pivot, bend forward and open their jaws using two handles on the inside of the tower); there are four metal chains that run from the cobra's hood to two metal "collars" around the vipers' bodies
Interior: the lower level simply features the entryway from the front, sided by two stone pillars along with some stickers adorning the space atop them. The stickers are quite interesting - they resemble bookcases with mystical items such as an animal statue, a crystal ball, a skull, a small treasure, and a key, as well as some maps and other fun knick-knacks. The upper level showcases a lizardy theropod skeleton (with ball jointed head) set on a stepped stone base, which works as a bone-throne for Lor-Drek. Two Spektrosaur standards (each made of cloth and displaying a greenish flame) as well as two wooden torches on the wall (which work as handles for moving the viper statues) flank the throne behind, while two floor flames illuminate its front; additionally, two slots at the rear accommodate Lord-Drek's halberd and wooden staff, completing its authoritarian aura. Two wooden grappling ladders that can hang anywhere (there are some slots and notches here and there, to help them be more stable), and four horned skull-shaped bony grappling hooks, which can be used by the Spektrosaur Troopers to swing along the front section chains, are also included.

Ramps
Each tower has a matching ramp that can lead to the gameboard, when it is used as a battleground scenery, or can potentially work to connect the towers to future building extensions.

Game rules
The rules of the game are almost identical to a similar game named WallBreachTM.

Setup
The board is placed with a gold step-stone at the right-hand end of the rank nearest to each player. The player nearest to the Gold Zone is referred to as the Gold Player and the opposing player is the Silver Player.

At the beginning of the game, gold and silver bricks are separately shuffled face down by each player. Each group of bricks is arranged face down in a 10-by-5 grid and then attached to one of the two Multiversal Walls. The two players exchange their walls and these are placed on ranks 2 (Gold Wall) and 9 (Silver Wall); the step-stones on the top of each wall must match the step-stones on the board. Each player rolls the die; the higher roll determines the dealer for the first battle. The tokens are shuffled face down and dealt randomly to each of the two players.

Each player receives a total of 20 tokens, which are placed on the board as follows:
• 10 tokens are positioned on the Trench (rank 1 or 10) and then instantly turned up and revealed
• 5 tokens are positioned on the Second Line (rank 3 or 8), on the step-stones of the same class (gold or silver) as the corresponding zone
• 5 tokens are positioned on the Frontline (rank 4 or 7), on the step-stones of the opposite class as the corresponding zone, and then instantly turned up and revealed.

Additionally, the remaining 5 tokens are dealt on the five step-stones of the Reinforcement Area.

Declaration
After the deal, players call in turn, starting from the dealer’s rival, electing either to declare or to pass.
A declaration for the current battle is represented by a double roll of the die, which determines:
1. The target number of wins (1 → 6 wins, 2 → 7 wins, 3 → 8 wins, 4 → 9 wins, 5 → 10 wins, 6 → a re-roll must be made by the the same player)
2. The faction that will be ruling (1 → Spektrosaur, 2 → Rexodon, 3 → Destructomorph, 4 → Theriom, 5 → Neutral, 6 → a re-roll must be made by the the same player).

For example, a declaration of 7|Destructomorph indicates that the player intends to win at least seven fights with Destructomorph being the ruling faction. A player who declares 7|Destructomorph may be outdone by his rival on 7|Theriom or 7|Neutral, but not 7|Spektrosaur or 7|Rexodon. Other options are to declare 8 or more of any faction, or pass.

Eventually, one of the two players passes or loses and the declaration is decided. The declaration result and winner must be indicated on the apposite areas on the board using the chips. The numbers enclosed between square brackets in the Declaration Area are used for calculating the score at the end of each battle.

If nobody makes a declaration, the battle is declared dead and a re-shuffle and re-deal is made.

It is important to note that:
• The Deity behaves in all respects as a member of the ruling faction; it is the only ruling piece when the ruling faction is Neutral; it is the highest piece and always wins over every other piece
• The strength of a D-piece depends on the declaration: 8 for D-pieces of non-ruling factions, 13 for the D-piece of the ruling faction and 12 for the auxiliary D-piece (i.e., the D-piece of the same class as the ruling faction)
• The auxiliary D-piece behaves in all respects as a member of the ruling faction and not of its original faction.

Game play
Each battle focuses on 10 fights and ends with a total of 10 step-stones conquered on the two Multiversal Walls. The declaration winner throws the die and, in accordance with the result, checks the corresponding space in the Round Area. Along with the instructions indicated, the players alternately move four pieces (one at a time) on the board.

For example, if the value of the die is 3:
• The Gold Player moves one piece from rank 1 to rank 5
• The Silver Player moves one piece from rank 10 to rank 6
• The Gold Player moves another piece from rank 4 to rank 5
• Finally, the Silver Player moves another piece from rank 7 to rank 6.

Each piece may be moved on either the same file or an adjacent one. Players must follow the lead faction, if they can. When the first piece belongs to the ruling faction (including the Deity and the auxiliary D-piece), this must be followed by any other piece that is considered a ruler (again, including the Deity and the auxiliary D-piece), if possible. If a player no longer has any pieces of the faction that is led, he may play any piece in his side.

After all four pieces have been played, the strongest ruling faction piece or, if no ruling faction piece is played, the strongest piece of the lead faction is named the Raider. The player who owns the Raider is designated the Attacker and moves the Raider to any unoccupied step-stone on the opponent’s Multiversal Wall. The opposing player is the Defender and may start a combat which involves the three pieces on the Battlefield ranks and the Raider on the wall. All the other pieces are not involved in the combat and do not obstruct the combating pieces, which may move in accordance with their agility.

At this point, four cases may occur:
• The Defender cannot engage in any combat, since neither piece in his possession can capture any Attacker’s pieces. The Attacker wins, the fight is over and the Defender’s wall is conquered by the Raider, which is now named the Conqueror
• At least one Defender’s piece can capture an Attacker’s piece. The combat continues with the players alternately moving and capturing one piece at a time, until the player to move has no further legal moves or gets his C-piece captured. This player loses and the fight is over. The combat winning piece is named the Conqueror and is moved to any unoccupied step-stone on the wall of the losing player
• The Defender cannot engage in any combat, since neither piece in his possession can capture any Attacker’s pieces. However, at least one Defender’s piece is a B-, D- or H-piece with a special ability: it can invade the Attacker’s Frontline according to its agility, and collect one token in the Reinforcement Area. The Defender checks the identity of the collected token behind his own wall, sorts through his pieces in the Trench, discards the least-useful one (possibly including the piece picked up from the Reinforcement Area) and places it face down aside. The Attacker wins, the fight is over and the Defender’s wall is conquered by the Raider, which is now named the Conqueror
• The Raider is the Deity. The Attacker wins, the fight is over and the Defender’s wall is conquered by the Raider, which is now named the Conqueror.

After each fight, the Conqueror returns face down and plays no further part in the battle, although it is not removed from its position (its step-stone on the wall remains occupied). Any other pieces that played part in the fight and are still present on the board are removed from play. Any exposed Second Line tokens advance one leap straight and are turned up. The winner of the fight throws the die to determine which player leads on the next fight.

Once all 10 fights have been played, the battle is concluded and the score is calculated. The player opposite to the previous dealer deals for the next battle.

Score calculation and end of game
During a battle the goal is for each player to accomplish at least the declared number of wins.

For example, if the final declaration is 8|Theriom:
• A player wins the battle winning at least eight fights and is awarded the removal of a number of brick-pairs from his rival’s Multiversal Wall equal to the sum of the values between square brackets on the Declaration Area, in this case 8 [11] + Theriom [4] = 15. There is no extra score for any additional fights the player may win in excess of the declaration
• If none of the two players wins eight fights or more, half the number of brick-pairs is removed from the wall of the player who won the fewest fights or, if the battle is a 5-5 draw, from the wall of each player. In this case, the total number of brick-pairs is odd, then it is rounded down to the nearest even number, which is 14 (seven brick-pairs are removed).

The rules of the brick-pairs removal are inspired by Shisen-Sho, a Japanese tile-based game, and can be summarised as follows:
• Only two matching bricks can be removed at a time
• Two bricks can only be removed if they can be connected with a maximum of three horizontal and/or vertical lines, starting and ending at the centre of the bricks
• Lines may only pass through removed bricks.

A player wins the game by removing all the 50 bricks from the rival’s wall or when future moves are not possible, even if bricks are left on the wall.


Overall, the first KR playset and the KR game are here! I had a blast reviewing Tahron. Yes, it’s big, but I’m so glad I got it. PoliganToys did a great job with this thing... it just wouldn't be a toy line until it got a playset and a related game. It also makes me wonder if they could do it again. Is there really a chance this giant could sit at the centre of my floor with expansion parts around it? Well, even if I don’t get other playset pieces, this one is what I needed. It should be the triumphant culmination of the line. And I think it is that.

Happy holidays!!!

Tuesday 10 December 2019

KR|Dimness Review #25: Qermetas

Toy prototype details
Name: QermetasTM
Subtitle: violent minion
Line: KR|Dimness
Item type: action figure - NÂș 21 in the line.

Character details
Name: Qermetas
Classification: mutant human
Sex: male
Home: Tahron
Era: 5 years before Foundation
Affiliation: Dark Legion
Rank: first lieutenant.

Background
First appearance: KR|Dimness #3 - Into dimness: Part II – Escape
Brief bio: during the Reptonoid domination of O-KinTM, the kingdom's population suffered the mutating effects of the chemical weapons deployed by Bi-Harr for psychological manipulation. A small percentage of the inhabitants who emerged were born with defects, and while some were fitted with electromechanical prostheses, some others were ostracised and banished from O-Kin. Those outcasts were eventually welcomed by the mysterious chief monk MohrdaxTM into the shelter of his monastery near the UcamurTM region. When Wordron befriended Mohrdax, many cloisterers, including a one-armed and disfigured man named Qermetas, sided with the Dark Legion in their conflict with the Forseha tribe. Desiring to become a menacing warrior, Qermetas stole small amounts of stone and steel from the monastery's storage of construction materials and allowed the evil grand marshal to create a new armoured helmet and a reinforced prosthetic arm for him. As deadly as he was monstrous, Qermetas used his powerful punches and headbutts to get his wicked way. After Wordron's demise, he took over the former Dark Legion fortress in Ucamur, ruling it with a stone-metal fist.

Articulation

Description
Head: reddish sunburnt skin, solid blue glowing eyes with a prominent brow ridge and two evident under eye bags, a scar on the right cheek, two large sharp teeth protruding upwards from the lower jaw, and a prominent chin. He wears a metallic purple helmet with dark-blue details (including two large screws in the back to keep it firmly in place), whose edges seem to merge with his flesh in a sort of Frankenstein's monster fashion, and whose top bears a large, thick flat piece of grey stone reinforced with blueish-grey steel plates
Body: reddish sunburnt skin, spiky elbows, several scars. He has an oversized Hellboy-like right forearm and open hand made of grey stone reinforced with blueish-grey steel plates
Wearables: a thigh-length dark-blue garment with lune-shaped purple decorative patterns, two metallic dark-blue bracelets (the one on the right wrist is just a narrow band) and two metallic dark-blue boots with partially open shafts. The garment is a tubular cloth open on the left side of the body and gathered around the waist with a spiked metallic dark-blue belt; the top edge is fastened over the left shoulder by a blueish-grey steel fibula that kinda looks like a strange lock, while the right shoulder is left uncovered.

Action feature
In the comics, Qermetas has a powerful stone-metal fist that projects to a moderate extent for a super punching action, which he uses to hit his enemies and knock them out. This telescoping feature works by popping the forearm off just below the elbow and attaching an extended version of it with a harsh clench of the fist. That’s wonderful!
Additionally, the original concept of this character also featured an extending stone neck, which would allow his head to strike out and forcefully thrust with the heavy top of his helmet into his foes. I'm glad that this detail was removed from the comics and replaced with simple headbutts (yes, suspension of disbelief has its limits), but I'm also happy that a long, curved neck extension was included in the package. Besides its awesome stone design, I like the fact that it still works with the ball joint on the neck.

Weapons and accessories
In addition to the arm and neck extensions, Qermetas includes a club-like weapon consisting of a spiked ball mounted on a shaft. The long, two-handed wooden shaft is reinforced with four metallic purple langets, while the attached wooden head (which is seemingly slipped over the top of the shaft and reinforced at the base with a metallic purple band) is adorned with metallic purple spikes nailed to the outside (a longer spike extending straight from the top and many smaller spikes around the particle of the head).

Final thoughts
Character value: ♦♦♦ He's not the most interesting character or figure in this line, but he's really well done
Articulation: ♥♥♥ This figure is sturdy and well articulated, and all of his joints are nice and tight
Sculpt and paint: ♣♣♣♣ The sculpt is a mixture of new and reused parts, but everything goes well together. The limbs are covered with interesting marks and blemishes that show Qermetas' troubled history. The head sculpt is excellent and the torso overlay is very well executed too
Accessories: ♠♠♠♠ I love his crazy mace weapon, it's massive and absolutely awesome. And that extended fist, oh boy! - not only it looks good, but it also really adds some character to the figure. He looks terrific with it, although due to the size it makes him a little likely to topple
Playability: ♪♪♪ He has all of the poseability and playability one could want. He is going to appeal to every potential KR collector
Overall: ☺☺☺ I think Qermetas is a pretty great figure. I'm honestly quite satisfied with this guy and find that I like him much more than I thought I would. He's very well sculpted, and his stone-metal forearm is not as ridiculously oversized as the comic book version, but large enough to be notable and... just bizarre.

Sunday 1 December 2019

KR|Dimness Review #24: Masq-Lor (Dimness Edition)

Toy prototype details
Name: Masq-LorTM (Dimness Edition)
Subtitle: predestined hero
Line: KR|Dimness
Item type: action figure (triple figure) - NÂș 20 in the line.

Character details
Name: Masq-Lor (meaning "destined for victory")
Classification: human-primivod* hybrid (but he looks completely human)
Sex: male
Relationships: foundling discovered and cared for by the Forseha tribesmen; Xehrea's love interest
Home: Tahron
Era: 5 years before Foundation
Affiliation: Forseha; Dark Legion (temporarily)
Rank: tribe bowman; temporarily, monstrous servant of Wordron.
*PrimivodsTM are fictional anthropomorphic marsupials that can interbreed with some other species of mammals and produce fertile offspring.

Background
First appearance: KR|Dimness #1 - Into dimness: Part I – Awakening
Brief bio: rescued from the waters of the river AtoggTM in his infancy by Dakun, who recognised the child as the hero prophesied to end the war between the mammalian and reptilian peoples of Tahron, Masq-Lor was taught to survive in the harsh jungle environment and to protect himself from the wrath of potential enemies. The boy, blessed with remarkable fighting skills, soon turned out to be crucial when the peace of the Forseha tribe was plagued by the vengeful Wordron and his army of Plant Creatures. Surrendering himself to the Dark Legion's leader in order to save his fellow hostages, Masq-Lor became the first victim of the dreaded Mother-Plant, the evil creature that coated its prey with a viscous resin enchanted with pure wickedness. The mutated form of Masq-Lor that burst from the hardened material became Wordron's menacing mind-controlled servant and was ordered to help subdue the Forseha tribesmen, until he was freed from the curse by his own will and by his companions' encouraging words. To turn the tides of the battle, Masq-Lor killed the Mother-Plant, setting free its other potential victims, and managed to eradicate the remnants of devilry that gave power to Wordron. After regaining his normal form, Masq-Lor at last single-handedly destroyed the demon, while the Forseha tribe defeated the rest of the Dark Legion once and for all.

Articulation
All three figures have the standard articulation, except that the normal form's right hand is especially engineered with a hinge to hold an arrow.

In the comics, our hero is transformed into a monstrous zombie-like creature after being subjected to one of the most gruesome and fascinating concepts in the Dimness line – the sticky, viscous resin exuded by the Mother-Plant's flower. Despite the two figures represent the same character, they render the two alternative forms and appear very different. Although it's not clear whether these figures will be released individually or in a multi-pack, I'm going to describe them separately.

Normal form
Description
Head: light brown skin, thick, long black hair, green eyes. He sports a band of dark-brown raffia fibre tied around the head and a lock of hair held by a loop of dark-brown raffia fibre on each side. He definitely looks like a teenage version of his Foundation counterpart
Body: slightly shorter than the adult characters (only 14 cm, around 5.5"), light brown skin, exposed torso, arms and legs
Wearables: a light-green necklace with a gold medallion resembling the Theriom symbol (i.e., a seven-pointed star with the two side points elongated, modelled after a small tattoo found by Dakun on the child's skin), two light-green bracelets (the left one is actually a bracer), two light-green gladiator sandal-boots, a light-green belt with a round golden buckle, and a diagonal-cut black leather skirt. The cross-strap bracelets and sandal-boots as well as the necklace and belt are made of woven grass, while the faux leather skirt is complete with some nice details that make it interesting to look at, such as scalloped edges, dark-brown stitching, and flaps folded over the top.

Weapons and accessories
In the comics, Masq-Lor is depicted as a very skilful archer and, of course, the figure comes with a bow, several separate arrows and a quiver with two belts. The dark-brown wooden bow is roughly carved with leaf-like motifs on the limbs and snake-head decorative designs on the tips, while the black leather quiver is ornamented with leaf-like light-green patterns and can be attached either to a loose fitting black leather waist belt (which carries a small bag on the opposite side) or to a black leather shoulder belt.
Additionally, the package includes slightly smaller versions of two weapons that came with Foundation Masq-Lor: the sword (with silver blade and wooden hilt) and the oval wooden shield (embellished with a big golden Theriom symbol).
Finally, to recreate the battle seen at the end of the second comic issue Masq-Lor's quest, we get two extra heads, both wearing the helmet that belongs to Wordron and Barkos: one for the younger Dimness Masq-Lor (with the inactive helmet) and one for the older Foundation Masq-Lor (with the activated helmet).

Mutated form
Description
Head: anthracite (i.e., near-black or very dark grey) skin, untied rust hair, white glowing eyes (surrounded by red edges). His mouth and nose are just a series of red glowing rips and slits in the centre of the face
Body: anthracite skin, red tribal tattoos around the biceps, claw hands and feet
Wearables: a big silver necklace with a medallion resembling the Dark Legion symbol (i.e., a diamond-shaped black gemstone, which, when looking deeply into it, shows a subtle discolouration resembling a demonic face), dark wash fluo-yellow cross-strap bracelets, cross-strap shin guards and belt (the latter has a round silver buckle), and a two-tone (matte and glossy) black skirt.

Weapons and accessories
This extremely agile creature comes with matching black and dark wash fluo-yellow decos of the standard sword and shield, as well as a brand new shield that sports a complex heraldic design (an evil dragon head in front of two crossed swords on a web-like background). The diversity of shades and tones of the blacks and yellows from the figure are carried over here as well.

Amber form
In addition to the normal and mutated forms, the Dimness edition of Masq-Lor will also include an "amber statue" variant, since such a form is briefly shown as a mid-transformation stage in the third comic issue Into dimness: Part II – Escape.
I’m not getting into the specifics of this figure, since it's just the normal form version with a few differences that I'm going to list below:
- The whole figure has been cast in a nice translucent amber plastic that also contains numerous tiny bubbles (which give it a slight cloudy opacity) and a number of indistinct dark inclusions
- His head is characterised by the hair of a dark wash yellow-brown colour (like that of a butterscotch candy) and solid red eyes. A darker, brownish airbrushing around the eyes makes the head appear translucent at the bottom and then get opaque as you go up the face
- The medallion and belt buckle have a bronze colour and a bit of glimmer to them (to help sell the idea that they might be embedded in solid resin, but they are still made of metal), while the necklace, bracelets, boots and belt are orange, but also have metallic qualities to them. The skirt is yellow-brown with different tones and sheen in different areas
- The figure comes with the standard sword and shield, which are also cast in translucent amber plastic with a metallic orange paint on the blade and symbol.

Final thoughts
Character value: ♦♦♦♦♦ It’s just like the old times, you know? Sure, Masq-Lor might also be an inanimate amber statue as well as a hideous and mindless monster of Wordron's in this representation, but even after all these years, there are few things better as a KR prototype reviewer than getting a new version of our hero
Articulation: ♥♥♥ The engineering on the three figures' joints is wonderful, so everything is stable and tight, but not at all limiting in terms of ease of posing; the only exception is that there’s no slit in the skirt piece, which would allow for deeper bends of the legs
Sculpt and paint: ♣♣♣♣ PoliganToys have done a great job of capturing the essence of a young woodland fighter in the standard form, while the mutated form looks really evil, with the blackish and reddish tones making the basic body very imposing. On top of that, the translucent statue is nice and solid, all of the plastic feels strong and not at all brittle
Accessories: ♠♠♠♠ The set comes with a LOT of weaponry, and while no version of Masq-Lor can handle all of them at once, it is nice to have the option. I wish they had included an amber version of the bow and arrow, but that is not a deal breaker for me
Playability: ♪♪♪♪ I’m a sucker for both translucent toys and all-black evil palette swaps, so naturally when I got this set in my hands I felt such a lust for enjoyment
Overall: ☺☺☺☺ These are very nicely executed figures - the design, materials and engineering all came together for a very strong set. Kudos to PoliganToys for really knocking this one out. I had been waiting on this guy in the KR|Dimness series and I'm quite pleased with these prototypes.