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Kingdom Rush: Rift In Time (Gamefound)
45m - 90m
1 - 4 Players
Ages 10+
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
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
Pattern Building is a system where players place game components in specific patterns in order to gain specific or variable game results. For example: placing chips on 2, 4, 6, 8 on a board gets the player an action card they can use later in the game.
Pattern Building
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
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Kickstarter – Gamefound
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Cerberus777
[b](2022-10-01: SOLD!) TL;DR: Ok game, but there were too many flaws for me.[/b] :!block: [b]IMPORTANT NOTE:[/b] This rating is done considering the Deluxe Kickstarter Edition I own, which include these expansions and accessories. * [thing=287667]Kingdom Rush: Rift in Time: Spider Goddess Expansion[/thing] (2020) (Not played!) * [thing=287668]Kingdom Rush: Rift in Time: Gerald vs J.T Expansion[/thing] (2020) (Not played!) * [thing=287666]Kingdom Rush: Rift in Time: Vez'nan vs Moloch Expansion[/thing] (2020) (Not played!) * [thing=287665]Kingdom Rush: Rift in Time: 3d Towers Expansion[/thing] (2020) (Not played!) [b](KICKSTARTER GAME)[/b] Campaign End = 2019/05 Original ETA = 2020/04 (11M) Received = 2020/12/21 (+8M) TOTAL TIME = 19M [b]Base Game: Games Played (Standalone / With Expansions) = 2 + 0 = 2 times[/b] [b]With Spider Goddess Expansion: Games Played = 0 times[/b] [b]With Gerald vs J.T Expansion: Games Played = 0 times[/b] [b]With Vez'nan vs Moloch Expansion: Games Played = 0 times[/b] :bacon: [b]Bad Purchase! (More than 6$ per hour even once sold)[/b] [b] :STAR: COMPLETE RATING: [/b] [c] [b]SCORE CRITERIA WEIGHTING ------- STAR RATING SCALE -------[/b] (4.5) FUN (x15): BORING :star::star::star::star::halfstar::nostar::nostar::nostar::nostar::nostar: REALLY FUN (6.0) GAMEPLAY (x5): NO DEPTH :star::star::star::star::star::star::nostar::nostar::nostar::nostar: LOT OF DEPTH (FOR THE WEIGHT) (4.0) GAME FLOW (x5): FIDDLY :star::star::star::star::nostar::nostar::nostar::nostar::nostar::nostar: SILKY SMOOTH (10!) DOWNTIMES (x2): LOT OF :star::star::star::star::star::star::star::star::star::star: ZERO (8.0) RANDOMNESS (x2): PURE LUCK :star::star::star::star::star::star::star::star::nostar::nostar: PURE SKILLS (7.0) MECHANICS (x2): BORING :star::star::star::star::star::star::star::nostar::nostar::nostar: INTERESTING / INNOVATIVE (5.0) REPLAYABILITY (x5): ZERO :star::star::star::star::star::nostar::nostar::nostar::nostar::nostar: INFINITE (5.0) SCALABILITY (x3): POOR :star::star::star::star::star::nostar::nostar::nostar::nostar::nostar: GREAT AT ALL PLAYER COUNTS (2.0) PORTABILITY (x1): BULKY :star::star::nostar::nostar::nostar::nostar::nostar::nostar::nostar::nostar: SUPER EASY TO PLAY ANYWHERE (8.0) THEME (x1): UNATTRACTIVE :star::star::star::star::star::star::star::star::nostar::nostar: ATTRACTIVE (8.0) AESTHETICS (x1): UGLY :star::star::star::star::star::star::star::star::nostar::nostar: GORGEOUS (7.0) COMPONENTS (x1): LOW QUALITY :star::star::star::star::star::star::star::nostar::nostar::nostar: HIGH QUALITY (3.0) VALUE (x2): TOO EXPENSIVE :star::star::star::nostar::nostar::nostar::nostar::nostar::nostar::nostar: REALLY CHEAP(LOW COST FOR WHAT WE GET) (4.0) SETUP TIME (x2): LONG :star::star::star::star::nostar::nostar::nostar::nostar::nostar::nostar: ZERO (7.0) GAME LENGTH (x2): TOO SHORT/LONG :star::star::star::star::star::star::star::nostar::nostar::nostar: JUST PERFECT (5.0) RULES COMPLEXITY (x1): COMPLEX :star::star::star::star::star::nostar::nostar::nostar::nostar::nostar: SIMPLE [/c] [b]TOTAL = 26..5/50 = 5.27[/b] :thumbsup: [b]POSITIVE POINTS:[/b] ++ Just OK tower defense style cooperative game with a great theme, Kingdom Rush, for thuose like me that (over)played this series of App game on their phone or tablet. ++ The gameplay overall is fine but is not exciting either, but the mechanisms work for the most part (even though I'm really not a fan of some design choices, like having to always remove the towers (I wish the designer could have done something more like the App, putting our towers somewhere and then upgrading there in-place, and if this is no longer needed having to sell our tower to put something else in its place), having to destroy portals (instead of just surviving x waves of enemies for exemple) and that Heroes cannot attack portals which add another layer of rule complexity). ++ The aesthetic is good, and is exactly like the App game, which is nice for those that knows the IP. ++ Component are overall fine (but see my negative comments on some of them below), without being that great unfortunately, which is sad since it was a really expansive Kickstarter game. :thumbsdown: [b]NEGATIVE POINTS:[/b] -- Sometime, we can calculate a few rounds in advance that it is impossible to win because we played badly and destroyed towers (by attacking a portal) that should have not be destroyed and that we don't have enough crystals to buy new towers or time to level up these towers in order to attack the last portal card. This is a really anticlimactic end which is not fun when it happens. -- The game flow is often interrupted by backtracking our steps to change something, to optimize our turn, but since the gameplay is really fiddly overall because we are putting and removing small tiles on the Horde trays, this really detract from any immersion we could have. -- The replayability is somewhat low for the cost of the game, as the base game only have 10 scenario that are really scripted so once you find the solution to these, I guess that it's no longer as fun to play them. But yes there are expansion, but this also add to the cost to continue playing and experiencing this game to its fullest. -- This game is pretty much just great at half its player count, either solo or 2-player, if you want to share a bit the load of thinking, but doesn't really benefits from having more players around to play (like 3 or 4 player as per the box). -- On this subject, being a co-op game with everything being open information for everyone, it is prone to the Alpha Player Syndrome (where an experienced player can dictate other players everything to do to ensure a win). -- The portability of this game is terrible: first to store everything from the KS (All-In Dragon Chest Pledge) you cannot do so with less than 3 boxes; the base box, the large expansion box and the 3d Tower box. Also, the game also take a lot of table space and is really messy on the table unfortunately. -- Some component choices were not really good according to me: There wasn't a good storage insert made for the KS All-In pledge of this game, as everything just came in its own separate box as if I bought these at retail over some years. This is sad for a game of this price. Also, I didn't like the folder player board as these didn't stay flat on the table, which increased the fiddliness. -- Setup time is more than I like for a game of that play time. I would have prefer pre-made maps (either a large book of maps or maps printed on cardstock) to this flexible systems because it would have been easier to make the map at the start of the game. Also, finding all the information in the two rule books (the official one and the scenario one) was more complicated that it should have been. Tear down time was also longer than I would like, especially since the game didn't provide a functional insert that could have really help on those two fronts. In a game like this, I would have really appreciated this as it would have speed up the setup and the tear down time. -- The rulebook was hard to assimilate, and thus the game was hard to learn. Also, some information was in the scenario booklet instead of the rulebook, where it should have been in my opinion. The scenario booklet should have just been used for the specific details of the scenario and not basic setup informations. Finally, there was so much rule confusion and rule questions that popped up during our first few plays that it discourage me to invest more time on the game, which was sad since I was really interested at first in this game. :arrowE: [b]OTHER GAME INFO:[/b] [b] Game Weight = 2.8/5 Release Date = 2020 Number of Player = 1-4 (SOLOABLE) 1-player length = 45 min. 2-player length = 60 min. X-player length = 75-90 min. Player Count Preference = Best at 2, great at 1! (Not recommended at 3 and 4) :thumbsup::thumbsup: NOTE: Will NOT be SLEEVED, as the cards might not fit anymore in the various accessories. [/b]
AnotherHorrorFan
2022-01: Opposite of last note. The game is WAY better co-op. I actually would have preferred they note even say there was a solitaire option. A couple of plays with Jo radically altered my opinion on this game. I actually want to paint it now. 2021-05: This one was a big disappointment for me. I am a giant fan of the apps, but this one only gave me a couple of feelings from the video game and otherwise left me wanting. I will give it credit for the sense of urgency and mounting tension. I just can't stand that the towers keep returning to hand and getting rebuilt. The feeling of a slowly building defense against an onslaught is gone, even if the result is the same, because I am constantly pulling down and then rebuilding my towers as befits the puzzle. The tetamino aspect works well, and I would even say it is compelling, but the theme loss here was just too staggering for me. Without the video game's charm it just feels like a ludicrously expensive, big production, tetramino puzzle game. Maybe I will have a better opinion if I end up revisiting it in the future, as is this is a hard pass for me. 2022-05: Want to note this one got a huge score boost because of finally playing it coop.
bubblepipemedia
Current thoughts and rating: this seems like a good game hidden under a bad campaign and a bad rulebook and it needed more time in the oven. Might have been great but the campaign is a pain and means this can’t get higher than a 6 or 7 for me. Bad rules drops it to 4. Spent 45 minutes looking for a piece that doesn’t exist but is pictured in components drops it to 3. Maybe someone will make a 2nd edition or a game inspired by this one and make it the great board game it seems like it deserves to be. This isn’t untested or anything, but clearly didn’t get the minimum time required for a professional release imho. Frankly not the time required of an unprofessional release either. I’m washing my hands of this one, gave it all the time I’m willing to give. Made it through half of scenario 1 and half of 4. What an exercise in frustrating trying to enjoy it. Previous thoughts: Obnoxious rules where half of what you need to know isn’t where it should be. The section on enemy types is straight up missing information that is in the first scenario even, so hey, if you looked in the rules and didn’t any info on an enemy type, it would be easy to assume it was just alternate art since it had no icons. Nope, see those rules for those enemies are inexplicably in the scenario book (which is missing the 3 enemies from the rulebook). This is yet another campaign / scenario game that make me think the entirely idea of campaigns is largely bad for most board games until they learn to do rules better. Scenario 1 is extremely boring. A lot of elements seem to add fake depth to make it seem more thinky than it is. For instance you have to pass your cards to upgrade them. So now you have to look at all your card levels, figure out who needs level 3 of whats, then calculate how many passes it takes for the card to get there. This feels difficult in all the wrong ways. I may house rule this to “upgrade and/or pass” as I see no actual benefit to requiring the pass. I can just tuck the dang card as if it were passed to me. Maybe I’m missing something. After trying to set up scenario 4 and discovering that the hordes and spawn stacks one has an error and I can’t figure out which, I think this may go on my sell shelf. I am tired of board games that refuse to be board games. Just make a dang game. Scenarios are fine but I just want a game I can setup, play, learn the rules to ONCE instead of learning more rules each scenario and have a game I can actually just play. Instead of scenario and rule books full of issues. It’s a shame, it seems like there’s a good core idea in this game. Hopefully some day they’ll even make a board game out of it. Edit: It looks like they are pre-spawned. But nothing in the rules actually says this. At least not on this scenario. And not to my knowledge in the rulebook.