Skip to content
Login / Register
Menu
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
Search for:
Home
/
Shop
/
Board Games
/
Strategy
Add to Wishlist
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:
Out of stock
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
Login
Cart
Your cart is empty!
Return to shop
Skip to content
Open toolbar
Accessibility Tools
Accessibility Tools
Increase Text
Increase Text
Decrease Text
Decrease Text
Grayscale
Grayscale
High Contrast
High Contrast
Negative Contrast
Negative Contrast
Light Background
Light Background
Links Underline
Links Underline
Readable Font
Readable Font
Reset
Reset
dr.morton
This one is one of the best solo board games out. Sadly its huge size and its table presence made me sell it. PS5/Switch games only cost a fraction of TIG and do not need its space. SOLD.
bagrar
Note 1: this is a review for someone like ME! It is my personal opinion… mid-30’s dude with kids, demanding job and limited time on his hands, with limited time/patience for too much grind/filler Note 2: I have been eagerly awaiting this game since backed on KS and has been VERY pleased with the creator and the team dehind this, they are the best, and the support for the game is stellar (Remember this is my tastes) +++ Narration (forteller) +++ Story ++ Side/caravan missions ++ Customization (except grind) ++ Art ++ Music ++ Atmosphere/style + + support from creators + Components + weapons/armour/items/stones ++\- Combat - too big (unneeded) table size - Lot of rules - - Grinding - - Fiddelyness - - - Rule book structure - - - Too big/open world To sum up: I really love the game when its good and really do not like the parts that make it slow… the openworld is too much of a grind, the cities and quests are really fun and interesting, but sooo much bookflipping… the game needs a second edition, where the bookeeping is streamlined and optimized (eg. A book for each city?) the rules (in my opinion, know many people do not mind) need to be boiled down… but all the good stuff! Where to begin; it soo fun when it clicks, in the middle of a storyline or mission it gets intense, and you really want to unlock the next thing… except that combat is needed 3 of 5 moves on the map By the way, the game is quite hard, so pretty soon I started houseruling a lot of stuff, also to compensate for the rules that boggled it down for me, I DO realize that this is just what is needed for it to work for me, may not be for all others I think, realistically, I will skip all the moving on the board and just go do all the fun stuff (side missions, caravan and main events) and do a lot of house ruling… This is a wierd review… high score… great game, a little flawed, an not a game for someone like me without houseruling the exploration
argoforg
I had no idea how I would feel about a bag-building adventure game, but I was guardedly optimistic about this one after watching from Late Back. Only 9 hours in so far, and my wife and I both find there is SO much to like about this game. The combat (which is largely non-random other than the bag pulls, a small detraction IMHO, but YMMV) is streamlined and enjoyable, and does not feel like it will be stale once you begin to gain more abilities. The component quality and voice acting through Forteller are both very good, and the rulepop addition and digital map shows that SKG are doing a great job supporting this game so far. This is a great game that we'll look forward to continuing our adventures through for some time to come!