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Χαμός στο Δάσος
45m - 60m
1 - 4 Players
Ages 10+
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
Tile Placement games feature placing a piece to score VPs, with the amount often based on adjacent pieces or pieces in the same group/cluster, and keying off non-spatial properties like color, "feature completion", cluster size etc.
Tile Placement
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
40.00
€
30 day low:
In stock
Χαμός στο Δάσος 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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ianjj
Good game. After playing through a couple of times, it does need the two expansions to really ramp up the difficulty. Not touched the 5 chapter campaign yet. Took a few turns to get used to the icons. When playing for the first time, a lot of the icons are not used which added a bit of confusion. For those playing for the first time, recommend to read the back page of the rulebook before you start. Has some nice tips.
Narstrand
Bought it from the developer at Essen Spiel, and he was a super nice dude and I wish him all the best, although it's not him that I'm rating, but the game. The game plays fairly quickly but has way too many small rules, like status effects and symbols and what not, that will have you reading in the rulebook a big part of the playtime. The gameplay felt a bit lackluster because not much is happening while you explore the map. The monsters nag away at your health without feeling dangerous or immersive, and when you kill them you only get tiny rewards that don't feel very rewarding. The boss fight at the end was very anti-climactic and just came down to rolling dice. And, speaking of rolling dice, that's pretty much all you do. Roll dice, re-roll once, and then the results decide what you can do on your turn. A few turns each we just said "pass" because we couldn't use the results. It is a very beautiful game with nice components, and it gets a solid A for effort, but in the end I can't really recommend it, other than for supporting this designer.
Bonapart
This game design is really bad, sorry to say so. We tried it with my kids, because we thought it could be as good as Karak or Chronicles of Avel. Unfortunately not even close. We knew that there are dice, like in the mentioned games. But here the dice are not only used in the fights, but also during actions. What a bad idea! For example you need to throw 1-3 to move, or 6 to do your special action. The actions by themselves are boring - there are only 4 possible actions. But the designers further limit the actions with the dice. In result you might have many rounds when you are just skipping your round, because you can not do anything. For example you might want to fight, but if you do not throw any dice for that, you can't do anything. The other terrible design decision is that you don't have an action to heal. None. There is one tile, which can heal you, but if that tile comes up in the end of the game, what do you do until that. And just one more thing: in the rules there is no winning condition, besides small summary at the introduction. It is not explained clearly what should you do to win the game or how the game ends. The art is great though!