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Chronicles of Avel
60m - 90m
1 - 4 Players
Ages 8+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
Fantasy
33.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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btasam
I have a lot of great things to say about Chronicles of Avel. It's a fantastically affordable RPG-lite family game with evocative lore, adorable character creation, and a production that's both functional and striking. The expansion content have been quite good and I'm genuinely excited for what's next. However, I also find Chronicles of Avel really frustrating from a design perspective. In part, this is because the narrative arc or lack thereof is constantly being undermined by mechanics. For example, monsters respawn regularly which eliminates any sense of narrative progression. This incentivizes players to defeat monsters in order to "level up" their character which makes it easier to defeat monsters. Since monsters are essentially the currency of the game, you have to defeat monsters in order to gain coin so that you can do many of the tile actions in the game which then make it easier to defeat monsters. Chronicles of Avel teases this explorative adventure, but quickly reminds you that three monsters are within one space of the castle and of course they are there because they respawn regularly. So you get this subtle kick-ass proud feeling about your character and then your mom calls and says, "Hey, you need to come home. It's time for dinner." Thanks a lot mom! Okay, but in all seriousness, my least favorite aspect of this design is that movement is an action. It undermines everything great about this game because monsters respawn every two turns. Conservatively, players are spending half of their actions in the game on moving, but it could be so much better if movement was it's own thing. How awesome would it be to: - defeat a monster, move, and then defeat another monster - defeat a monster, move, and then seal the liar Chronicles of Avel is an excellent example of overcoming adversity only to be told it doesn't matter. It's a tower defense game of risk management disguised as an RPG. A couple bad dice rolls and your accomplishments will be undone. I hate telling my kids, "I know that you want to do that but if you do that, then we will probably lose." I don't know what else to say. Chronicles of Avel is disappointing. It has an unbelievable amount of potential displaced by its own narrative hindering mechanics.
dilizium
An amazing cooperative game, with beautiful artwork and simple yet engaging gameplay. It has some D&D vibes to it, fighting monsters while both heros and monsters are throwing dice is what makes it replayable and engaging. Liked that there is a small explanation about each monster and introduction to the Avel world in general
deckpeace
This is the game that finally made my wife have fun with board games! We tried it at Modena Play and she insisted we buy it! We played it with many friends. We find the backpacks especially endearing.