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Key to the Kingdom
20m - 90m
2 - 5 Players
Ages 7+
Maneuvers that directly attack an opposing player's strength, level, life points or do something else to impede their progress.
Take That
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
39.00
€
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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hubrisseven
Got this Gencon 2022 on the last day (August 7th 2022) impulse buy recommended one of the exhausted fellows at the ‘restoration games’ booth. I went to buy ‘fireball island’ and left with this. Seriously though I intend to buy everything Restoration puts out…bless them for bringing back Dark Tower. -H7
tootstorm
BGG Secret Santa 2022 gift (& my first experience with the event!). A huge delight -- and my gosh, a surprise. Probably the last game I expected given it's a niche nostalgia title. Probably the high point of the genre -- kid-friendly roll and moves with an abundance of luck. The map and the many minigames are so fun to explore, and the artwork....is...gorgeous. Provides a lovely break from all the heavy titles in our collection without being *too* simple. The puns. Such good puns. :) We're about to have our first kid, and am I a total weirdo that I'm already envisioning getting to play this with them in 5 years. ;-;
dragonchilde21
Final thoughts are probably that this is a good game, but I'm too biased by my love of the old one to give this one a fair chance. We found many of the game changes made the game either more confusing or took the take-that interraction out of the game. When you move, you skip spaces inhabited by the other players, which doesn't make sense. The rule should be that you can't end on the same space as another player but not that you jump past those spaces entirely. We also really missed when you jump in the whirlpool and other players have to scramble to get off that side of the board within three die rolls. But we can add both of those as house rules, so that's ok. I'm not a fan of the cutsy art but some of my friends liked it. We really liked that all monsters and hazards are listed in the book so you no longer have to deal with a monster deck, and it's great that you can restock your supplies rather than losing them forever. Flipping over the cards rather than discarding them was a nice touch. I can really see how the creaters were trying to turn this into a modern board game, and a lot of that works, but it loses a bit of the storytelling aspect and makes it more complicated.