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Escape Tales: Children of Wyrmwoods is a story driven escape room in card game form, with immersive exploration, no time limits when solving puzzles, and a collection of tough choices that will captivate and draw you deeply into a riveting story set in a dark and mysterious world. Children of Wyrmwoods is the third entry in the Escape Tales product line — a standalone story that can be played and enjoyed without previous ownership of or familiarity with either Escape Tales: The Awakening or Escape Tales: Low Memory. All you need for a full, satisfying, narrative, and challenging experience is already here!
Your name is Gilbert, and you have spent your whole life in a small town, its walls surrounded by an unsettling, aggressive, and dark wilderness. The woods outside the city walls are home to Wyrmvines, hybrids of plants and animals fused into a deadly abomination by a long forgotten, blasphemous sorcery.
The town is safe … for the time being. However, you find little joy here, as you are no more than a drifter, a man with no family, no home, and no place in the world. All you have is what happiness you share with Sevillia – the only person in this misty town that sees you as more than yet another homeless wretch.
Yet, powers you know little about plot to claim the smallest measure of comfort which destiny has not yet taken away from you. For what lies beyond the town walls calls upon you and tugs at the strings of your fate in ways both subtle and irresistible. The time of grueling trials draws near. Be ready!
Escape Tales: Children of Wyrmwoods features the dark and twisting story of a young man whose fate is beset by both the most mysterious of powers and by the tyranny of evil men. Prepare for a gripping story filled with plot twists and numerous surprises, astonishing exploration, and riveting puzzles. Faced with deeply personal choices which will influence the tale, take a step into a grim fantasy world where little is what it seems at first.
What this new game brings to the line:
More cards with even more riddles!
A character progression system based on your choices!
An original dark fantasy setting, previously unexplored in the series!
A non-linear and complex narrative making your path unique!
New category of cards: useful items that will help you on your journey into darkness!
-description from publisher
Ages | 16+ |
---|---|
Players | Solo, 2 Players, 3 Players, 4 Players |
Play Time | 450m – 0m |
Designer | Bartosz Idzikowski, Jakub Caban |
Mechanics | Cooperative Game |
Theme | Card Game, Deduction, Puzzle, Fantasy, Horror |
Publisher | Board&Dice, Delight, Lockme, White Goblin Games, CMON Limited |
Gia187
Leuk verhalend met nog moeilijke puzzels. Je hebt ook mogelijkheid om tips te krijgen zoveel je wil. Lang verhalend spel. Geïntegreerd met app die nt teveel in beslag neemt qua tijd. Wel meer dan espace tales het ritueel.
diskotis
The story is interesting and new mechanics of combining items is nice. The hint system is very bad, it either explains the really obvious bits or right away tells you the answer. There is frequently missing the inclusion of the logic behind the answer. This just adds frustration when you appear to understand every element of the puzzle, which to use and how to use it except how it all goes together. There is just no fun. Just to make sure that i'm not new with puzzles and such, I tried all Escape tales games and some Exit games and a lot escape rooms in my town.
Phrim
Escape Tales: Children of Wyrmwoods is an escape room-style game that gets rid of the usual time constraint and instead packs in many hours worth of content and puzzles. Like other escape room games, this is a cooperative game that plays exactly the same as a solo experience. Puzzles are presented via numbered cards that are fetched out of a deck upon prompt; answers are entered into a web app to check them. The game features many branching paths leading to many different endings; nothing is destroyed upon play so it’s at least somewhat replayable. Some big pluses include the app letting you know if you have everything you need to solve a puzzle, and it will give you free hints and even the solution if you request it. On the negative side, some of the puzzles were just printed too small on standard-sized cards for everyone to see, and some of the puzzles themselves were inscrutable–in a number of cases we didn’t even know what we were trying to do. While I liked that hints were free, the hints themselves were often not useful and even the solution hint didn’t tell us how we were supposed to arrive there. On the whole, I enjoyed the system and would play other games in it, but I do hope I don’t encounter as many incomprehensible puzzles. (4 plays)