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55.00€
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dtmm
Too much complexity for my taste. Five game phases: seeding the board with cards, programming moves like Space Alert, symbol matching to defeat obstacles like Shadowrun: Crossfire, challenges with an entertaining push your luck element, and a final dice roll to defeat the bad guy.
Falsey
Not the best, we took it out once. My biggest problem with the game, is that the last random dice throw decides whether you win or lose. It could be that you perfectly investigated everything yet you still fail because of RNG. I would have reworked the endgame from luck-based into something else.
ehein6
The game mechanics are overly complex. Too many rules, too many exceptions to those rules, and way too many components and cards to sort out. It took more than an hour just to set up the game the first time, and we were referring back to the manual several times throughout play. I like "big" games, but in my opinion the gameplay of London Dread could have been just as interesting with fewer rules. Several aspects of the game seem designed to frustrate newcomers. After planning out all your moves in 12 minutes in the first phase, you move to the second phase to execute those moves. Players who have misunderstood a game mechanic, failed to pick up on the proper strategy, or run out of time will be forced to live with these decisions for the rest of the game, with no chance to correct their poor choices. Final victory is determined by a dice roll, and while you can get extra dice by doing well, blind luck still has a good chance of ruining the entire experience. All of this complexity makes it hard to enjoy the story, which isn't well told anyways. There's a lot of flavor text to establish the theme and setting, but the actual plot is very vague and cliche. By the time we reached the antagonist I didn't know or care why our characters suddenly decided to perform an arcane ritual.