Sleeping Gods: Distant Skies
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San Francisco, 1937: Your cargo plane flies through a portal in the sky, transporting you to a rugged landscape filled with bizarre creatures, scheming gods, and untold dangers. But can you find your way back before the portal closes?
Sleeping Gods: Distant Skies is a standalone sequel set in the world of Sleeping Gods. As in the original game, you and your friends trek through a vast landscape as you read branching storylines and meet vivid characters, but in this game you interact with the atlas on a deeper level — camping, exploring, overcoming obstacles, and searching for lost relics. The new action system allows you even greater agency while you travel and explore.
In addition to the exploration and quest system from the original game, Sleeping Gods: Distant Skies features a fresh spin on combat. Players now build a combat deck from which they draw a varied hand of cards to play, making each combat encounter a fresh and dynamic puzzle.
Although Sleeping Gods: Distant Skies builds on story elements in the first game, you do not need to play Sleeping Gods to enjoy this sequel. The game features new characters and storylines, explaining concepts from the original game as you encounter them.
Return to the world of Sleeping Gods and experience a thrilling tale that hinges on your choices in a truly open-world experience!
—description from the publisher
Ages | 13+ |
---|---|
Players | Solo, 2 Players, 3 Players, 4 Players |
Play Time | 60m – 600m |
Designer | Ryan Laukat |
Mechanics | Action Points, Deck, Bag, and Pool Building, Narrative Choice / Paragraph, Push Your Luck, Solo / Solitaire Game, Storytelling |
Theme | Adventure, Exploration, Fantasy, Mythology |
Publisher | Red Raven Games |
Daimler
A more advanced and streamlined (?) sequel to "Sleeping Gods" coming in 2023. Check reviews. Better than the first game in most aspects. Definitely much easier and more focused game than original Sleeping Gods. Combat is a bit weird and non-thematic because enemies become more powerful the more damage you do to them.
antonpo
Well... the game got more 'streamlined' but also gotten much much much more boring. Fighting is just boring, it's not a challenge anymore, dealing cards every round feels unnecessary - just draw top card of the deck and see what happens. Many great puzzles were removed from the game: 1. Combat was a great puzzle on who to attack first, checking chances, hoping for better fate etc 2. Synergy tokens were great - who should I give them to, who hits first, who hits after 3. Weapon distribution before the combat is gone. 4. Ship actions gone. Was a light but a good puzzle, what to activate next 5. CP - how to spend them in the most efficient way? To keep them or to activate them, etc 6. Captain was the coolest crew member and was used a lot. With SGDS we don't even remember about her... 7. Characters became generic. In the first one you need to care if they are not tired, if they are fed, etc. Now, just camp and restore help - zero challenge 8. Ports are gone together with great decision - push more to new locations or is it time to go back to port and restore health? Now camp anywhere at any time... 9. Markets were sooo exciting - save money, see what they offer, should we spend or save? This weapon is so goooood, but do we really need it? 10. Event deck is neverending randomness and doesn't matter anymore. In original SG it's a timer that adds pressure - so many times we had to rush to final island before it's too late. SGDS - you have all the time in the world. In the end you play as a 'god'. Nothing is a real threat, nothing is a real challenge, nothing matters because of that - it's mostly boring...
charlest
Full review: https://playerelimination.com/2024/01/29/anything-goes-a-sleeping-gods-distant-skies-review/