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Tainted Grail: The Fall of Avalon 2.0 (Gamefound – Core Pledge)
60m - 120m
1 - 4 Players
The Campaign/Battle Card Driven mechanic is a relatively recent development in war games that focuses the players' actions on cards they have in their hand. The very basic idea is that performing a single action uses a single card. Games where cards are used to determine the outcome of battles do not use this mechanic.
Campaign / Battle Card Driven
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
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
Some board games incorporate elements of role playing. It can be that players control a character that improves over time. It can also be a game that encourages or inspires storytelling.
Role Playing
In storytelling games, players are provided with conceptual, written, or pictorial stimuli which must be incorporated into a story of the players' creation.
Storytelling
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
Medieval
Mythology
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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
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Marvel: Crisis Protocol
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alexgui2001
Un pur bonheur une natation au top, un système de combat innovant et un univers et design magistral. Que du bonheur
albcann
Very frustrated with this game ... so I hope this rating will change. Nonetheless, if anyone reads these ratings, perhaps this would be instructive. Unquestionably, this game has a good story, fabulous artwork, and excellent components. I am not a game designer but it is clear to me how much work went into this game. But it is a giant morass of endless grinding such that the story gets lost. The people who rave about this game somehow have been able to avoid the hamster wheel that I have found myself on. Need resources to survive, but the menhir is fading and it must be relit, now this unbeatable creature is chasing me, and the story and the exploration must be skipped because all of my energy is being spent dealing with keeping my party alive and the menhirs lit. How can this be fun? To me, it is not. As I said, I hope my rating changes, but my hopes are not high. I think I will start over one more time, in easy mode, and see if things change ... otherwise, this game will be jettisoned. Edit (1/16/20) -- On my third play things are better. I am using Story Mode to add one extra day to each menhir's life (playing as if only one was in the party rather than 2), and I am also counting my party of 2 as 1 to get an extra random event on the event pile. I am still counting like I am playing 2 for creation of the encounter decks, however. It is a good story, but the combat and diplomacy mechanics get bland after a while because they are used so much. Plus, any encounter that is too difficult can easily be avoided. I also don't like how you "see the future" when you explore locations as you run through options that are for future chapters or you are missing items for. So I've raised my rating from 5 to 6. The game is a solid "meh" at this point. Edit 1/26/20 -- Raised the rating again, this time to a 7. This is probably as high as it will go. I guess I can say it is a good game because I have been playing it exclusively for about 5 weeks now and I think I will finish it, now on Chapter 8. However, there are some really poor design decisions that lead me to believe that this game was not properly playtested. The "hunted" status is horrendously conceived. There are some OP skills, the grind is not fun, and the combat and diplomacy encounters happen too often and they end up not as fun as they could be if they were less frequent. But the story keeps me going, bringing me back to the table to finish. Awaken Realms claims that they are listening to feedback from the community and, if they are, the expansions should be much better and this could be a fantastic game. 12/12/20 -- Final edit. 6.5 is my final rating of this game. I played it recently, true solo with Arev, and I got through the story in about 30 hours. I took advantage of knowing the best paths to take to get to the end of the game most efficiently. I also used All-Mother's Mercy on a couple of occasions and reset my combat deck when I failed a boss battle, and I just kept trying until I beat the boss. Good game, but just a bit too swingy at times with dice rolls and it was too easy to get stuck with lots of grinding between me and getting to the end of a chapter. Glad I bought the game, looking forward to the expansions, and I have gotten my money's worth out of it ... but it failed to live up to what I was hoping it would be.
Aelnur
The game is not for every body, but if your in the target of the design, the game is amazing. The quality of the minis is not so hight and there is a little too much random in the game, but the story, art and game design are soo good it's still a 10 for me.