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battonline
I really like the introduction of the fiends, since they make the choice of which dice to take more balanced. However the familiars are not that interesting. Furthermore, this expansion unfortunately bloats the game a bit too much, detracting on the experience.
butakka
Adds Familiars; basically an extension of your player board with new abilities. Adds fiends; which get attached to initiative cards and hinder your abilities if selected. Adds split dice. Not to mention more market, alignment, backstory, and class cards. Player count best to worst: 4,5,3,2,1
EHngel
I was so hyped when this hit Kickstarter, as Roll Player is one of my favourite games. Unfortunately, this expansion added elements that ultimately detracted from my experience. Fiends: Extra punishment when taking the higher valued dice from the draft. The player is already punished for taking the higher valued dice by going last to the market or on a hunt. Extra punishment is unnecessary and cruel, seeing as some fiend cards are worse than others. Familiars: Another board is place dice with their unique attribute action. The Familiars are actually one of the better aspects of this expansion. The offer a good place to drop in lower die values, but their attribute actions are not all that great. Split Dice: Dual coloured dice with numbers ranging from 1-4. I despise these dice so much. The dual colours are nice for achieving backstory goals, but those low values are crippling when trying to achieve attribute goals. Great for the Familiars though. Call to Adventure Card: Since there are now more spots to fill, the Familiar board, the game now starts with everyone double drafting. 2 dice are placed on the Initiative cards instead of one, but you can only take the attribute action of 1 of the placed dice. This double drafting only occurs for the first few rounds, but I am not a fan of it, especially when combined with Fiends and split dice. Market Cards: The expansion comes with more cards. Unfortunately, these market decks, one-dot and two-dot, are now way too big. They even added an extra piece of armour for each set because they knew that the decks are too large. Too many cards are discarded at the beginning of the game that makes searching them via abilities even more unappealing. Too many cards! Minions: Yay, more minions!? This expansion also comes with Monsters and Minions, which is great, almost. The added Monsters can be mixed in no problem, as only 1 is active during any game. The Minions though, I have issue with some of the new rewards they give. Instead of receiving the normal rewards, ie. coins and xp, some of the new Minions reward the player with free attribute actions. This can be seen as a boon, but I'd rather receive coins/xp instead as they are more versatile. Overall, I was quite disappointed with this expansion, but that's okay. I still have the base game and the amazing Monsters and Minions expansion. I did keep some of the components from the Fiends and Familiars expansion. I kept: Backstory cards Alignment cards Race boards Classes (don't play with classes connected to Fiends or Familiars) Monsters (ignore abilities/adventure cards connected to Fiends or Familiars) Extra components - XP cubes, combat dice, coins