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Roll Player: Fiends & Familiars
Expansion of:
Roll Player
60m - 120m
1 - 4 Players
Ages 10+
Card drafting games are games in which players pick cards from a limited subset, such as a common pool, to gain some advantage (immediate or longterm) or to assemble hands of cards that are used to meet objectives within the game.
Card Drafting
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
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
45.00
€
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Out of stock
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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
Paladin Sleeves
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Plunder boxes
Marvel: Crisis Protocol
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Corsairs
While less essential than "Monsters & Minions," "Fiends & Familiars" still has a lot to like. The highlight is definitely the familiars. Each one provides not only a new reputation-gaining target for die totals and colors but also a unique placement power that feels meaningful. Less exciting is the change brought on by the familiars' extra three dice placement slots. You'll be drafting two dice per round for the first three rounds to compensate for those extra slots, and while it does keep the game time similar to base "Roll Player," it's a bit of fiddly-ness I could have done without. Other changes are less significant yet mostly welcome. Fiends add a penalty for choosing the best dice, so there's some risk/reward added there. Split dice count as two different colors, though their pips go only from 1 to 4. The new cards - Market, Monsters, Minions, Class, Backstory, Alignment - are all welcome, as are the four new race boards. But at this point, there's enough diversity in the game that you probably don't need these extras. Not a must-have, then, yet "Fiends & Familiars" is still a whole lot of fun. I wouldn't push to play with it the way I would with "Monsters & Minions." Given the choice, however, I'd pretty much always include it.
bigduff
The way Keith Matejka improves Roll Player from expansion to expansion is fantastic. With Fiends & Familiars, the game is a little bit more challenging than before (damn fiends !), and feels now complete as every component is useful now (injury and charisma tokens won't be overlooked no more). Icing on the cake : the game isn't any longer, which is great.
Akumala
While the majority of players doesnt seem to rate the second expansion as high as the first one, and while i agree, that F&F isnt as game-changing as M&M, i personally feel that the game is only complete with Fiends and Familiars. Besides more variety, including new minions and bosses, the expansion adds even more depth to the game, by adding new mechanics, that are both rewarding (familiars) and punishing (fiends), and make each decision, and expecially the early-game, extremely meaningful. Additionaly, charisma-tokens finally found their place, and new, two-colored dice with low values fix the balance between dice-rolls very nicely... Be aware, though, that playing solo is even less rewarding than with M&M, as taking the highest initiative is even more punished...