Interview with Jakub Olekszyk from Archon Studio about HoMM 3: The Board Game
- What inspired you to create a board game adaptation of the beloved Heroes of Might and Magic III?
At Archon Studio, almost all of us are “geeks” who love what we do as a company. The licenses we obtain are not accidental either. It was just the same with “Heroes of Might and Magic.” For me, this is a beloved game series, so adding something of my own to this franchise was a real dream come true.
- Can you tell us about the team behind the development of the Heroes of Might and Magic III: The Board game?
Sure! The entire team that worked (and works!) on this project is huge, so I will limit myself only to the creators of the rules. The game was developed by Kamil Białkowski – a computer specialist by education, so the balance task fell on him, and I think he coped with this task perfectly; Jacek Karpowicz – who has already created a very good skirmish “Masters of the Universe: Battleground” and Alex Kubiak – who created for us the RPG dark fantasy world – Deuslair; he wrote all the solo campaigns for “HoMM III: The Board Game,” gaining recognition, among others, directors on the “Might and Magic” franchise on behalf of Ubisoft included. Indeed, I am now 100% involved in project management.
Still, previously, I developed the board game version of “Wolfenstein” and co-created “Masters of the Universe: Fields of Eternia,” and in “HoMM III: The Board Game,” I was also active as a rules designer. As a member of the fandom, I ensured that the board game accurately reflected the spirit of the original. I also cannot forget Michał Tukan – the current manager of Archon’s game development department – who replaced me in this function.
He contributed his enthusiasm and valuable feedback towards the end of the game’s development process, spending many hours during external testing. It is to him that players owe, for example, icons indicating when a given unit’s special ability should be resolved.
- Were any of the original Heroes III developers involved in the development of the board game? As a consultant for example?
Unfortunately not; however, I have seen warm comments about our project, for example from Greg Fulton (by the way – yes, yes – I am also supporting and waiting for “Fanstratics“!). However, we were in constant contact with lore experts from the fandom (greetings to my colleagues from Acid Cave and Behemoth Lair!)… and with Paul Romero, who tested the “Battlefield” expansion during last year’s Pyrkon. 😉
- What were the biggest challenges in translating the digital gameplay of Heroes of Might and Magic III into a tabletop experience?
It was not an easy task. Still, board games are a different medium than video games. I would say that the most significant challenges were developing the combat system and hero development mechanics.
The first problem was solved by simplifying the battle in the default game without breaking the smoothness of the gameplay (with the “Battlefield” expansion for those who want longer, more strategic battles).
Alex solved the hero’s development issue by introducing deck-building into the game. In my opinion, we managed to keep the game as smooth as possible and, at the same time, capture the spirit of the original “Heroes” as much as possible.
- Can you discuss any unique gameplay elements or mechanics that were created specifically for the board game adaptation?
I have already partially answered this above. Now, maybe I’ll mention the mechanics of the units that were simplified to meet the needs of the board game. First of all – out of the seven available units (as in “Heroes III”), you can only deploy five in your army (as in “Heroes I”!).
Secondly – faction units are divided into three tiers – bronze, silver, and gold, so there are only three dwellings in towns, not seven! Thirdly – there is basically no “unit upgrading” in the board game… but the cards are double-sided – which reflects the number of units (“Few” and “Pack”), and some of the abilities of upgraded units appear on the “Pack” side. 😉
- What considerations went into creating the miniatures and artwork for the board game, especially in capturing the iconic creatures and characters from Heroes III?
First of all, we used the artwork of Iana Vengerova, who is known in the fandom. This was the original idea of art director Tomek Badalski, and it significantly determined the style of the board game. However, this is only one side of the coin; the second is the source material and adapting art and sculptures to suit them. Here, we can always count on many valuable comments (and, if necessary, constructive criticism) from the narrative director of “Might and Magic” at Ubisoft – Vicky Malineau.
- What feedback from playtesting or the community has been most influential in shaping the development of the board game?
We are a company that listens carefully to customers and conducts open communication (e.g., the boss’s fortnightly AMA on YouTube). There were a lot of comments during the playtests, which were collected and analyzed. Now, what comes to my mind is extending the core game’s combat board by adding an extra row to it.
- Are there any Easter eggs, references, or hidden details in the board game that longtime fans of the Heroes of Might and Magic series might appreciate?
Oh yes! And quite a lot! In a way, it was the “apple of my eye!” 😀 I won’t spoil the fun for the fans! Maybe we can organize a competition to find these Easter eggs? 😀
- Can you share any anecdotes or memorable moments from the development process of the board game?
I vividly remember the moment when I was informed that we had obtained the license for “Might and Magic.” It was November 16, 2020. Where does this accuracy come from? It was literally the day after the news of Docent Picolan’s tragic death spread throughout the fandom.
So, for me, “HoMM III: The Board Game” has been closely linked to Picolan and “Horn of the Abyss” from the very beginning. I would like the “Cove” board game expansion to pay tribute to these people for what they brought to the fandom.
- Can you discuss any plans or ideas for organized play events, tournaments, or community engagement initiatives surrounding the board game?
Yes, for now, I can cordially invite you to the “Two Fronts” tournament, which will take place at this year’s Pyrkon in Poznań on June 15th. You’ll be able to compete in both video game and board game formats!
- What has been the most rewarding aspect of bringing the world of Heroes of Might and Magic III to the tabletop gaming community, and what do you hope players take away from the experience of playing the board game?
Just digging into your beloved IP is a reward in itself—and even more so if you’re able to add something from yourself to it! Now, when backers receive their packages, and all the enthusiastic comments, photos, and ratings come in, it all makes me even happier. That was the point. It was and is a project from fans for fans!
- Are there any plans to incorporate digital elements, such as companion apps into the board game experience?
That will certainly require deeper consideration, checking, and discussion with the licensor.
- Looking ahead, what do you envision for the future of the Heroes of Might and Magic III: The Board game franchise? Are there any exciting developments or expansions on the horizon?
In the pipeline, we’ve got the Stronghold, Conflux (which delivers all the factions from the original computer game), and Cove expansions! But we don’t want to stop there! We have more ideas! I’m hoping for the tournament scene to establish, which will confirm the game’s viability and open the door to further expansions – more heroes, new scenarios, mechanics, and maybe even factions (after all, in the world of “Heroes III” we also have Vori, etc.).
- And last question, what is your favorite faction from Heroes III?
Definitely, Rampart, where almost everything suits me! It has a defensive play style with resistance to spells, a Tolkien-mythological line-up, and a unique atmosphere enriched with Japanese vibes. It’s hard for me to find another faction from video games that I like so much!