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Etherfields (Kickstarter – Sundrop Dream Master Pledge + Cardholders)
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
320.00
€
30 day low:
Out of stock
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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
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Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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Ambar88
Extremely unique experience and component quality is high as usual. Falls flat in a few areas for me personally: 1. Lack of cohesive narrative and payoff. It explores a lot of interesting themes of shame, guilt, and uncovering bits and pieces of repressed memories, but the lack of a cohesive narrative gets exhausting after a while and makes you wish there was more than just a tiny hint of a central storyline to follow. 2. Balancing is off. By about 70% through the campaign, you are overloaded with Ether with nothing to spend it on, Dreams become trivial, and the conversion of Hours to turns removes any sense of urgency. There are cards built around the death of a dreamer that never came into play because we never died once. The inclusion of a "Lucid Dreamer" mode (for which they dedicated 4 extra minis, player boards and extra player cards) is entirely pointless because your dreamer is already overpowered to begin with. Apparently the 2.0 rules fix this problem somewhat, because you are farming less ether from Slumbers in between Dreams, but then you are cutting out a huge portion of the game as it was intended to be played. 3. Masks feel like a wasted opportunity. We chose our masks in the beginning of the game, liked one of them, and never changed them for the rest of the campaign. Thematically, it feels like the game should have had more moments where it forces you to change your mask, but instead it just offers you the choice to swap if you want to (which we never did).
Bearian
Such a great game and super fun. Playing with a group of friends, the only downside is that we can't meet up often enough to play. I would play it every day if possible.
Arjaden
I played etherfields with three of my best friends and we enjoyed every single part of this game. As also heavily pc gamers, we are not unfamiliar with grinding and we also enjoyed that part of the game. The board is excellent for 4 persons as everybody can read the text equally and for nobody or is upside down during play. The game was always versatile with the decks being adjusted during the campaign. Most rules are self explanatory and easy to follow. I cannot understand the lot of negtive reviews.