Game Design: | Scott Almes |
Illustrations:: | Miguel Coimbra |
Players: | 1 - 4 |
Age: | 14+ |
Randomness: | 2 / 5 |
Complexity: | 3 / 5 |
Interaction: | 2 / 5 |
Description
The opening of a malicious portal from the goblin kingdom has shattered a tranquil world, plunging the elf realm into chaos. Malicious goblins invade the serene groves and villages, setting them ablaze. As the heroes, it is your responsibility to embark on a quest to rectify this wrongdoing. There are two routes to triumph: shutting the portal or eliminating all the goblins. Which path will you opt for? In any case, the remaining mushroom folk and the legendary items that have been lost in the realm's deep dungeons will aid you in your quests. Time is running out, so you must act quickly to save the world, but you also need to recognize when your luck will run out...
Each round is divided into two phases: day and night. During the day, players journey far and wide, visiting hamlets to procure quests, landmarks to acquire powerful spells, mushroom groves to seek guidance, and treacherous sites in search of artifacts! The acquisition of artifacts endows the heroes with unique abilities, which could enhance their movement or combat capabilities, or improve their capacity to learn spells or mitigate detrimental dice rolls. Heroes must travel on foot, horseback, raft, boat, and gryphon to reach every place they need to go to fulfill their quests or position themselves for what night will bring.
As each mode of transportation varies and is restricted, players need to deliberate carefully on how they travel and where they go if they aspire to achieve all their goals. During the night, players must confront the challenge of their quests and decisions by rolling dice, hoping for good luck, and determining when to quit.
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