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Legends Untold: The Weeping Caves
60m - 60m
1 - 4 Players
Ages 14+
Co-operative play encourages or requires players to work together to beat the game.
Cooperative Play
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
Some board games incorporate elements of role playing. It can be that players control a character that improves over time. It can also be a game that encourages or inspires storytelling.
Role Playing
Fantasy
Medieval
26.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
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Thematic
Ελληνικα Παιχνιδια
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Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
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crinklechip
Quite simply one of the best dungeon crawlers I’ve played! If you ever thought dungeon crawl games were too heavily biased towards combat and lacking in a real feeling of exploration or interaction with the environment then this might be the game you’re looking for. That being said you may find some of the decks to be a bit thin which could make replay-ability an issue. I have all possible expansions so I am content with the card count. Also it is heavy on dice checks which some have a problem with. I personally do not. It’s part of its RPG style. I may up the rating to ten once the next box is released with an updated rule book as there are minor rules issues that need resolving. Yep, I like it!
cbazler
I put this alongside the likes of Gloomhaven for being a unique, ambitious indy project that has some truly original ideas. This is the kind of project Kickstarter was made for. The game itself is also quite fun: you really have to puzzle out your turn and sometimes take some risks, which can be very satisfying if they pay off. What keeps me from rating this higher is that there are so many different terms, rule exceptions, and game phases that we found the game dragged from having to consult the rulebook so often. For example, choosing to spend time to "Sneak" gives you +2 to your "Readiness" roll, which, depending on whether you're "Alert" or "Careless," will help you with traps, but not in your "Surprise" roll against enemies (which is only affected by whether you were "Sneaking" and if you came from darkness); "Surprise," in turn, affects your "Advantage" state in battle (which influences your combat rolls). It's just too many steps to easily keep in your head. I also wish heroes were a little more powerful to begin with, because their starting equipment/combos are not very interesting or effective: combat can be a struggle because target hit rolls start pretty high (13 or 14 on a 3d6 = ˜16-26% success rate). I'm looking forward to playing again with a better grip on the gameplay, and ideally with some upgraded heroes. There is certainly a lot of game in that small box (especially if you consolidate both the Caves/Sewers into one!).
jatang
I Kickstarted it so I want to like this game, but I don't. Some of the mechanics are interesting, and it does pack a lot into a small box. Overall the rules are fiddly and it doesn't feel fun. If there were a DM verbally narrating the adventure and who knew all the rules, then it would be fun.