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Frosthaven + Removable Stickers + Solo Scenarios (Kickstarter)
30m - 120m
1 - 4 Players
Ages 14+
The Campaign/Battle Card Driven mechanic is a relatively recent development in war games that focuses the players' actions on cards they have in their hand. The very basic idea is that performing a single action uses a single card. Games where cards are used to determine the outcome of battles do not use this mechanic.
Campaign / Battle Card Driven
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
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
The simultaneous action selection mechanic lets players secretly choose their actions. After they are revealed, the actions resolve following the rule-set of the game.
Simultaneous Action Selection
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
Miniatures
250.00
€
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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
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Marvel: Crisis Protocol
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Alphaeus
Frosthaven is simply phenomenal and sets a new high-water mark for strategy-oriented, combat driven, narrative board game experiences.
ApostropheN
For the most part, we're really enjoying this. For the majority of the whole, it improves on most of the things we struggled with in Gloomhaven—notable exception: Oozes, which still ruin scenarios on a regular basis—but a few of the changes left us scratching our heads. The biggest wins are in the characters, who feel a bit more balanced than Gloomhaven, and their thematics. We've also really enjoyed how unlocking characters is story-based, not retirement based (with the retirement bonus turning to buildings for the Outpost). The setting feels more "alive," and having a stake in our own settlement is way, way more grounding than the choices we had in Gloomhaven. The loot system of using a deck, and crafting, has us more invested in picking up loot than before, as well. Crafting starts off weak and slow and it might be our character choices, but thus far we're not finding crafting particularly worthwhile at all for most equipment slots—that may change once we have character capable of ignoring the "-1" effects. The encounter cards split into season and road/outpost make for a more immersive experience, and while we've only bumped into a couple of scenarios where we've hit a wall (again, Oozes are still broken, and we're trying to come up with a way to houserule them), for the most part, we've made it on our first attempt, and often with that "by the skin of our teeth" feel, which is enjoyable. On the downside, the iconography on the cards is sometimes less intuitive (push and pull, for example), and multiple tiles are so close to each other it's frustrating looking for the right ones (cave "door"?). The time-per-session is also raised by the extra steps of the Outpost phase, which isn't inherently bad, exactly, but does sort of put a tedium tone to things after finishing a scenario. One really sore point is—as we're playing with four players—the incomprehensible limit of two of each craftable item, especially the potions, which means only two of the four of us can have any type of item. We're making them with ingredients we find ourselves. How can we only make two of each? It makes zero sense. Added to this is the frustration of playing a new character after retirement with the slower scale of levelling via Prosperity—the other three characters are level four, but even at Prosperity 3, my retired character means I'm playing a level one character, who routinely gets one-hit-knocked out due to low hit points. Gloomhaven allowed characters to start at a level equal to or lower than the Prosperity level, but Frosthaven slows that down to half the Prosperity (rounded up) which means starting at level 2 won't happen until Prosperity 3... that's a long time coming. Finally, "masteries" are obnoxious. If you've got a player who loves the challenge of trying to earn their masteries, prepare to have a frustrating experience of their character making very sub-optimal choices while they try to earn that extra checkmark doing things that make little-to-no sense. It's like an extra-frustrating Battle Goal, only far more tedious to watch unfold. Edit to add: Bumping this down from 8 to 7. Having now played through our first full "year" of the game (we just started our second Summer), our four-player group has hit consensus that the "problem" of Frosthaven is mostly in how much more complicated everything feels on a scenario basis. It's by no means as bad as Forgotten Circles was, but—for example—we just did Scenario 71 where there are *seven* enemy types, three of which use one battle deck while fighting the other four as well as the players, during an escourt mission, with summons happening on odd and even rounds and... Each round of combat took ages to figure out. If we hadn't had one of the unlocked classes with a particularly good one-two combination of cards to grant movements to allies, it would have taken at least another hour to play, we estimate, and could easily have ended for naught in a failure. Basically, when we see "Complexity Three" rank for a scenario, we find ourselves groaning in anticipation of much less fun, and a lot more "okay, wait, what happens this round?"
Archinerd
The good; co-op, I like the double card mechanic, interesting non-vanilla characters. The bad; long setup, gimmick scenarios, incomprehensible lore, tedious town phase, slow progress. It's fine, but I'm really just waiting for my friends to move on to something else.