I suspect the Campaign page will be what you need to decide. I think the most important thing here is to identify what the game is really doing and then figure out if that is what you want. It's unique for sure
I dont care about the gameplay, this game is worth it alone on design. All In pledge. I will wait for solo playthroughs after delivery to see whether I keep it or sell it. Send it.
The numbers should be randomly ordered on cards to prevent spoilers rather than in the reference book. They should be numerically ordered in the codex so you can find them. That seems like quite an oversight.
Yeah, for some reason in just the opening section the entries didn't get ordered properly when we made the codex. All of the crafting sections are fine, definitely an oversight on our end!
Thanks for the honest preview. I feel just like their game, Mythwind, the concept itself is interesting, but it still doesn't really capture my full attention. Curious to see how the campaign goes, but I think ultimately hold off on it. Thanks for the awesome video!
This is one of those games that people who like this style of game are gonna LOVE. But you gotta get behind the civ building and lower stakes if the game
I like the cards part with the multiple levels and the way the bag works - it's very thematic. I like that it's not all combat and so many parts of this speak to me. Not sure I like the way you fish and do those types of things - there isn't really any mitigation element and I tend to not enjoy swingy random games. I do love the objectives - just not sure it all ties together well. That's a hefty price tag that I'm not sure I will love.
I think it's super important to check out the mechanics. I think this game is rather unique but because of that you really need to be sure it's what you want.
Thanks for the great review. Very honest. I have a lot of the same reservations. VERY cool game, but slow and boring at times. No big moments, just a lot of slow and steady exploration. Relying on the artwork for foraging an exploring the hexes is interesting, but having icons specifically letting the players know what they can do would be more streamlined. Especially for those with poor eyesight. Minigames especially slow the game down when there are multiple players. The dice rolling for everything definitely is quick, but I would rather have a better way to mitigate dice rolls. Too much chance involved in a super long game. I can see it leaving some frustrated as they get stuck in a losing situation for quite some time before crafting enough correct or useful items to pull them back into having fun.