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The Isofarian Guard (Kickstarter)
45m - 90m
1 - 2 Players
Ages 14+
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
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
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
215.00
€
30 day low:
In stock
The Isofarian Guard (Kickstarter) quantity
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Search for:
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
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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gbiellem
Awesome fun and very thematic, bag building goodness. The foreteller audio is also great. Highly recommend. It has not left the table since we started playing it. I have a few niggles about the small colored rings around some symbols on the cards being a bit tricky to make out but I still give it top marks.
drasher25
Combat looks a bit basic for my tastes, but I could be in the market for this later after I've worked through my current stash of narrative games. My impression from the One Stop Coop Shop playthrough was that the story drew me right in, but then when gameplay started all I could think was "And now we are fighting a randomly spawned wolf. Whoop dee doo" I am afraid this will feel like a good story frequently interrupted by perfunctory combats.
COBruins
Just starting chapter 4 of the first campaign, and loving this game! I expected the bag-building mechanic to introduce randomness, and was pleasantly surprised by the added depth. Do I maximize my bag or keep it streamlined? I expect that from deck-building, but somehow didn’t expect it from the bag. Then there’s the hand management. Characters start with very few ability cards. Later, there are so many available that you have to play odds on what cards you want for different battle scenarios. Do you know what your potential enemies are in the next couple of locations? We found ourselves having to try a variety of combinations, then figure out which ones to apply over specific regions of the map. When the chapter changes, we probably have to recalculate most things. This game offers choices that I think might be under appreciated. Players can balance things according to their own priorities: do you want a faster campaign? Skip some of the upgrades and side quests, and accept more difficult battles. Desire more story and intricacies in your abilities? You can do either/both. Difficulty modifications are available to help players make it more fun according to their own choices. We opted for maximizing our first campaign, understanding that later campaigns will therefore be shorter. We ended up going a bit too far, becoming far too powerful. In retrospect, we should have switched to the greater difficulty. Once we get a feel for the difficulty level of the Chapter 4 enemies, that will certainly be an option. What I find to be the most unique aspect of this game is the Training Yard. Players can earn additional abilities, usually by having to achieve a specific objective by actually using that skill - i.e., training with it. That makes SO much sense and I can’t think of another game that really does that. Many games allow characters to gain new abilities, but this is deeper - and more thematic. The Training Yard has some universal abilities, and others that are character unique. There are more unique ones for Campaign 1 characters than for the other campaigns. (I do wish that was more evenly weighted.) This fact encouraged us to focus on getting all the Fort Istra upgrades as early as possible. We wanted to allow ourselves the maximum use of the Training Yard upgrades on the first campaign’s characters. I’m not sure it that was intended - perhaps it wasn’t even foreseen. Maybe the intention was for players to get those upgrades for the final campaign (where the characters are not pre-defined). One rule that we unintentionally overlooked is that the currency and XP are limited for what can be carried at any one time. Since we thought those were unlimited, we upgraded Fort Istra a bit faster than we should have been able to. At first, that seemed cool, but it did help lead us to being significantly overpowered in the latter half of Chapter 3. Again, we should have adjusted to greater difficulty to help account for that mistake. The limitation is clearly well designed, and I regret overlooking it. The booklets get flack for being long. Yes, they could be more streamlined. But I think they deserve a lot of credit for making the information easy to see - text is much larger than is usual for rulebooks and references. Although there’s a lot of page flipping (if you don’t use RulePop), I’ll take that over eye strain every time. Instead of marking up the books, we just use colorful Post-It type tape as a sort of checkmark when we unlock something in Fort Istra. I’d recommend that approach.