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Ghost Stories
60m - 60m
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
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
Horror
Mythology
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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aequinox
The game is very, I mean VERY hard, and a bit complicated on the rules. But I expect that when we'll first win, it will be cathartic.
acrah
If you want a simple, accessible, cheap and fast family co-op, get Forbidden Island. If you want a hard-ass puzzle-solving ghost-busting zen-monk experience - get this.
agentpatman
The most disappointing game we have played so far. We lost after a few turns 3 times in a row. They all stemmed from the fact that certain cards game out in a row: roll the curse die, flip a tile, draw a card, oh it says to flip a tile... Game done. Or how about draw a card and it says draw another and then that one says roll the die, and flip a tile, game done. There seems to be a high percentage of cards that can follow one another and end the game. I like luck on games but when it says 60m game and you lose in 10m three times in a row due to shear luck, that's just bad game design in my opinion. All they had to do for the introductory game is have a deck A, B, C that is increasingly difficult or say remove card 58-65. We would have got hooked and loved it but hard for the sake of hard is a buzzkill. It has so much potential and with so many games out there I don't want to read books on strategy and study it when I can play games like spirit island that are rewarding with minimal luck. I'll try it again when I figure out what cards to remove so we can actually enjoy this thing at the introductory level. EDIT: I enjoyed this much more on the second play through. I think we might have missed a rule about drawing cards when you were full or with the dummy players. I also removed 6 cards that were really nasty. We also started with an extra Qi and played and easy wu. And we made sure the Buddhist or random Tao token rule was in the center. Even still we made it to about 6 cards before the final battle before we lost. Felt like we had some back luck on the curse die and some bad rolls that maybe we would have had a shot. I increased the rating two steps because it was much more enjoyable. I still wish these changes were in the rule book so we didn’t have to house rule it to enjoy it. I understand how it all ties together much better and thus it was more enjoyable.