The Dwarves
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Based on the first novel of the Die Zwerge tetralogy [Eng. The Dwarves] by author Markus Heitz, the goal of the cooperative game Die Zwerge is to keep evil from flooding Girdlegard. During set-up, players choose one of the dwarves from the novel, each of which is equipped with a unique special ability and different stats for fighting, crafting, and movement.
Before each player’s turn, the forces of evil usually break through one of the four big gates – which are guarded by different dwarven tribes – and further the spread of the Perished Land. On his turn a player spends two action points to use two of five actions. He can:
Fight against the advancing enemies (orcs, trolls, and älfar [Ger. albae], i.e. dark elves).
Travel to other locations.
Lobby the dwarven council to give advantages to all players – and without the favor of the dwarven council, everyone suffers disadvantages.
Solve a minor quest for rewards.
Take on the current major quest, revealing the next major quest if successful. Completing these quests is the only way to win the game.
For most of these actions, a player must succeed in a dice-driven challenge. If the players cannot control the flood of evil while simultaneously solving the major quests in time, they will lose.
Collector’s edition:
additional:
New box cover
5 hand painted dwarf miniatures
10 cards Albae expansion
60 page artbook
5 art prints of the dwarfs
A3 poster "The smiting of Keenfire"
stein with motive "Krasnolud"
coaster "DIE ZWERGE"
numbered COLLECTOR’S EDITION certificate.
Ages | 10+ |
---|---|
Players | 2 Players, 3 Players, 4 Players, 5 Players |
Play Time | 60m – 90m |
Designer | Lukas Zach, Michael Palm |
Mechanics | Cooperative Game, Dice Rolling |
Theme | Novel-based, Wargame, Fantasy |
Publisher | Pegasus Spiele |
eddiepbauer
Base game alone - average "5" / "6" with expansion Not a bad game per se, but doesn't bring anything new to the table and it's annoying that the adventures go the wayside so quickly that you don't feel like you're doing anything important, this is somewhat "fixed" by the New Saga expansions where the adventures and quests are combined and you HAD to complete them in order to proceed forward. At first, I rather liked how the enemies move, but after another 2 games, it became very predictable - I wish there were more movements/intelligence to it. Even when they finally reach Blackrock (sp?) they just sit around and that's that, the penalty is negligible as long as you're not making stupid mistakes. Wish the enemies would just spread out from there as the central base in order to turn more areas into "perished" lands The expansions added new decks and mechanics that I wish were implemented into the core game instead as separate "adventures" that you can't officially combine together. Things like building walls or catapults to stem the encroaching horde is quite thematic and fun, the separate disaster (not sure right term?) goes nicely with the combined adventure/quest deck - these quests stay until you complete them, and now you have to complete them all in order to move forward. All in all, not a bad game, just rather average. It's a good little gateway co-op, but for those that aren't familiar with the books, it loses some of its appeal. Sad that the game isn't that fun with repeated playthroughs.
Eternalsun
You like Pandemic ? That's a great Pandemic type of games in a fantasy setting with Heroes, Equipment, Quests and more !
95after5
A cool fantasy coop that is simple enough and interesting enough to play for the next 2h (play time is a bit longer). Played it only in simplest mode and I think it gets almoust impossible to play if the level of difficulty is greater. Its a dice fest so its a bit more light hearted and fun in comparison to Pandemic. However you will still need to puzzel the objectives carefully. Also I think most of the Adventures need to be ignored in order to finish the game in time and focus on the scenarios and threats. The alpha player symptome is not strongly present, because of scenario objectives that in most of the cases tell you exactelly what to do. The Adventure cards give you more freedome, and because there is a lot of luck in the game, the alpha player may not be as potent in telling you which Adventure you should go for. The components are beautifull!