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Shifting Realms
60m - 60m
2 - 4 Players
Ages 10+
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
Fantasy
64.00
€
Original price was: 64.00€.
52.00
€
Current price is: 52.00€.
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
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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
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servewell
Played Shifting Realms last night with our game group and I'm still thinking about it today. Pros: Balance - the best thing about this game is how well the game-play is balanced. Many strategies have a chance to win. All the buildings and cards are useful. No dead weight. Just the right amount of luck. Player interaction but nothing devastating (can't wipe another player out) Differing game-end conditions for each realm. For it's length (shorter) has lots of strategy. High replayability with the game board choices. Great variety from realm to realm, yet all cohesive. 70% whole-game strategy + 30% short-term tactical moves. Cons: none really. Ranks up there with my other two favorite games: Scythe and Brass Military in Shifting Realms, in fact, is similar in feel to Scythe. It's there, but it's not a big thing. Mostly defensive. (Really I have liked every strategy board game I've played, Scythe and Brass are just a little higher) Summary: Your goal is to end the game with the most victory points. To do that you have to build an engine of of resource production, so that you can spend resource to buy high-victory point buildings. There are many ways to build an engine, and then further many ways to get victory points. Love: I love that there are multiple paths to victory. And nearly every building and card has value which you can figure out how to use in your strategy. Love: I love that there's both long-term strategy and one-turn tactics. Eg, long-term strategy of "I want to get my guys on gold and build a gold mine so I have enough resources to build 2 big VP buildings costing 7 gold each before anyone else then try to end the game." And short term strategy of, "I'm vulnerable to Dragon attack this turn, so I'm going to move the Dragon away from my gold, and hurt my opponents along the way (the Dragon eats people as he moves). I'd say it was 70% strategic and 30% tactical. We played 2 games. 1 3-player, and 1 4-player. There's a 5 board set, and you play with 3 randomly selected boards, in random position, in a 1x3 array. We played with: 1) Tyrfing (dwarves) + Alfheim (elves) + Anunnia (priest) 2) Tyrfing (dwarves) + Libertatia (pirates) + Dovre (troll king) So we played all the boards. Love: The 2 games had great variety, yet built on the same foundation. Example: because of the differing ending conditions, the games were greatly different lengths. Game 1: 1.5 hrs with 3 players. Game 2: 45 min with 4 players. Also point totals for game 1 2.5x higher than game 2. Love: An example: depending on board placement, certain resources can be scarce. You can bid high to go first and get that resource. But you don't have to, you can pursue a different path that doesn't need much of that resource. There is no "whoops, I have no way to get gold, I'm out of it." Nobody was ever out of it, until maybe the final turn. Love: Both our games came down to the final turn. How you had positioned yourself could allow you to win on the final turn. However someone else knowing you might end the game and win makes them draw for a lucky 3 Gold so they can win the game, if they're close. Love: It has just the right amount of luck. You're never out of it, because there's always that lucky draw. However you can't outplay your opponent on every turn then lose to 1 lucky draw. You can plan for most of the random outcomes by incorporating those possibilities in your strategy. Luck can't really swing the game, just give it a nudge here and there. Conclusion: I personally like playing a lot of different games, and new games, but this will be top of list when we re-play ones we've played.
Matotias
It's fun and has a nice duration. We played back to back games on our first time. My rating may go up with more plays.
bcnevan
Fairly light and somewhat variable from play to play. Some of the realms are more interesting than others. While you can gain and use various powers throughout the game, the game play is very much dominated by resource collection and point conversion. There's potential for interaction, but the game doesn't seem to incentivize it too heavily. There's a general lack of scarcity going on throughout the game, as resources and player powers are given out aplenty. Despite whatever mild novelty there is in board play and the effects of the realms, it feels like we've been here before plenty of times. It also gives off that typical Kickstarter vibe -- rules like bidding for turn order at the beginning just feel extraneous. It's a game akin to a shoulder shrug.