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Chronicles of Frost
60m - 80m
1 - 4 Players
Ages 12+
Deck building/Pool building refers to a collection of related mechanisms. Players have a personal pool, or collection, of cards or tokens, that provide different actions and/or resources. A subset of those cards/tokens are randomly drawn each turn.
Deck / Pool Building
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
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
38.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
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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
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kalisto59
Like it more with each play. The solo system is not very good and is very, very hard. But it´s a keeper for me. I yould love to try the expansion.
Le Yann
A good adventure deck builder in a small box, but it is quite a table hog when played. Very interesting interwoven victory point / deck thining mechanic, and the way the two parts cards work is brilliant.
kosterix
1 week ago (edited) I decided to cancel my pledge because - it is in essence a non-impressive game to look at, - the deck builder/destruction with map already has been done in Village of the Kings, and - the quests in King's Guild (another ks), seem to be implemented better. Also what I didn't like was the - using the remains of slain monsters, it feels weird. - the levelling of characters is done better in Diceborn Heroes (a ks), - the questing seems samey every time. - non intuitve card effect. - much downtime (from rahdo), with 3 players unacceptably long, and nothing to do until it's your turn, you can't plan ahead. This would result in 3 players playing on their smartphone and occasionally looking up. Game designers, if you design a map to be made by rectangles, make the components look like a map! Use squares, not rectangles, or at least use a square active part on your cards. Bad examples: Sunset over Water. Good example: Forbidden Desert. Game designers, make sure players have something to do when it is not their turn! Frost seems to have good points, + the map is different each time + small footprint (more a requirement) + no direct vs player mech, but indirect; no player elimination. Now for scoring: (+) box is small and beautiful, the card artwork is nice too. (+) every time the board is quite different. (+) game does not take up ridiculous amount of table space. The discovery of new land from the center inn is a very nice mechanism, with the 5x5 borders around it. (+) price ($30) very reasonable. (+) the lore and game mechanism is intriguing, the fact you have your specialized skill deck that can be augmented from a center action deck. (-) downtime is too much, each player is busy for 5 minutes, for nothing to do for other players. People will use their smartphones, watch tv and otherwise kill the mood. (-) your personal quests are all very samey. (-) the competitive aspect does not add to the fun. (-) the mechanism of using your defeated enemies feels unnatural and cards don't match (-) there are too many effects on the cards. Probably you can get used to it, but it just feels contrived. so I'll give it a 5, which is not enough for me to get it.