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Etherfields (Kickstarter – Core + SG + Sphinx + Funeral + 5th Player)
90m - 180m
1 - 4 Players
Ages 12+
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
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
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
In storytelling games, players are provided with conceptual, written, or pictorial stimuli which must be incorporated into a story of the players' creation.
Storytelling
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
Miniatures
200.00
€
30 day low:
In stock
Etherfields (Kickstarter - Core + SG + Sphinx + Funeral + 5th Player) quantity
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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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actiondan87
Love: Card play, dreams, aesthetic. Don't love: Narrative is loose and vague, campaign is much longer than it needs to be thanks to repetitive slumbers. Some of the dreams are frustrating and seem like they weren't sufficiently playtested. Update: The 2.0 changes fixed the issues I had with the slumbers and Dreamworld map. Now I have the option to take the long way around for sanctuaries and shops, or take on slumbers rapid-fire when I want to reach the Delta Phase. The web app is a game-changer as well; it saves tons of time flipping through the script book. Replaying the core campaigns reminded me how frustrating this game can be. I still enjoy the card play, but the overall experience is weighed down by unavoidable time-wasting slumbers, vague narrative, clunky dream mechanics, and needless trial-and error. I briefly entertained the idea of quickly finishing the expansion campaigns before selling the whole lot, but then decided that life is too short to suffer through something I'm not thoroughly enjoying.
Ailil
Rating is due to changes. Playing the campaign right now and it is a mixed bag. Good ideas with funny mechanics, that sometimes seem to workout not to well.
ajewo
Cooperative deck building adventure game with some Escape Room elements by Michal Oracz (This War of Mine, The Edge: Dawnfall, Neuroshima Hex!). Interesting mix of "will test not only your logical skills, but also intuition, deduction and emotional intelligence.". Pros: + Artwork (dark, haunted, atmospheric) + Theme (dark, monsters) + Components (detailed miniatures) + Multi-used cards: use as resource (colors) or as actions. Cards may combo each other ("spend additional x symbols for y bonus effect"). + Unique abilities per player + Interesting monsters with different behavior + Modular board (card based) with exploration and miniatures movement. Variable world map to discover even more places (players choose what to discover next like side or main quests). + Players discover their own character over the course of the game (choose mask at the beginning of the game). Players make gut decisions because they do not know what stats are required for certain objectives. This is meant as "test of emotional intelligence" in the game description. Traditional dungeon crawlers let players tweak their stats to be good at range combat, conversations, sneaking, etc. + Escape Room elements (references to certain numbered cards) + Random encounters with multiple ways to deal with them (fight, talk). Players know what enemies will do at the end of the round so players are able to prepare for them. Quite creative and diversified. + Ether acts as currency that is required for most actions + Very short rulesbook for this kind of game Neutrals: # Language dependent: explanation on the cards # Campaign game with evolving player decks (new game elements are unlocked over the course of the game) # A lot of different decks for locations, items, adventures, actions, ... # Luck of the roll: roll to resolve effect # Events / story may not always make sense due to other random events and their sequence. Cons: - Worse rules to learn how to play the game. - Most new cards create further rules questions. - It is based on deck building and skill checks that have to be passed by played cards. The cards have some multiple-use, but for skill checks you need certain symbols. This mechanic is better than Arkham Horror but still rather uninteresting to me. - Repetitive encounters - Resetting a game after defeat is frustrating and boring to re-play the same dream again. The game is really based on the novelty effect. - The usability of the board game: no matter where you sit, it always feels wrong (turned or upside-down texts).