Just heard about this game 3 days ago. Watched several videos and reviews. Ordered it. Can't wait to play this game! Looks like a masterpiece of a classic game mixed with a modern twist
It was good review of a good game, Guys! An easy recommendation for fans of classics like: - Divine Tight -Wizard Kings - Warparty - Conquest of Nerath or - Heroes of Land, Air & Sea. From relatively lately released games it’s my second favorite fantasy based strategy (not tactical) war game, followed by The Struggle for Zorn: The Red Blight and surpassed only by Harrow County (although the latter is more horror/gothic than typical Fantasy). Thanks for your work!
Thanks for your review, I agree on all your points except for the similarity between Oathborn and Fjorland factions. It's true that they are physically quite similar, the gameplay is vastly different: the Fjorland are typical Vikings, no coastal city is safe from them and they can go up rivers to attack inland settlements, on the other hand, Oathborns are much more static, they gain gold from mines so their interest is to secure an area, get gold from it and slowly expand. So I would very much regret not having one of these two factions (and the game designer already hinted at an expansion with elves which, I agree, were a strange omission in a fantasy wargame).
@samueldelerme427 see, that was exactly my thought. It felt like a piece was missing with the factions. No pompous little pointy ears to take down a notch😁
Thanks for this review. Can you please explain in more detail about the magic system... do you not like the implementation or is it just the rules are not clear to understand?
No I just felt like it had the most moving parts, and that most players should start with the base game before including the advanced rules. There are multiple places where the game is tracking/handling the magic. On the turn record track the autumn turn has a event that effects many aspects of magic. Besides that after every players turn there is the glyph check that determines how many cards players can draw. When it comes to the cards themselves there are multiple types like Cantrips which cast easily or full on spells that have a cost to cast, but are stronger. It's not hard but it can gunk up the game if your first time playing. It's much better to have a firm grasp of the core mechanics before you add those rules in which is why they made them optional imo.
Just heard about this game 3 days ago. Watched several videos and reviews. Ordered it. Can't wait to play this game! Looks like a masterpiece of a classic game mixed with a modern twist
It was good review of a good game, Guys!
An easy recommendation for fans of classics like:
- Divine Tight
-Wizard Kings
- Warparty
- Conquest of Nerath or
- Heroes of Land, Air & Sea.
From relatively lately released games it’s my second favorite fantasy based strategy (not tactical) war game, followed by The Struggle for Zorn: The Red Blight and surpassed only by Harrow County (although the latter is more horror/gothic than typical Fantasy).
Thanks for your work!
Thanks for your review, I agree on all your points except for the similarity between Oathborn and Fjorland factions. It's true that they are physically quite similar, the gameplay is vastly different: the Fjorland are typical Vikings, no coastal city is safe from them and they can go up rivers to attack inland settlements, on the other hand, Oathborns are much more static, they gain gold from mines so their interest is to secure an area, get gold from it and slowly expand.
So I would very much regret not having one of these two factions (and the game designer already hinted at an expansion with elves which, I agree, were a strange omission in a fantasy wargame).
@samueldelerme427 see, that was exactly my thought. It felt like a piece was missing with the factions. No pompous little pointy ears to take down a notch😁
Man, this looks very, very cool.
It's not Undaunted, but yea I'd say it's pretty good😉
Thanks for this review. Can you please explain in more detail about the magic system... do you not like the implementation or is it just the rules are not clear to understand?
No I just felt like it had the most moving parts, and that most players should start with the base game before including the advanced rules. There are multiple places where the game is tracking/handling the magic. On the turn record track the autumn turn has a event that effects many aspects of magic. Besides that after every players turn there is the glyph check that determines how many cards players can draw. When it comes to the cards themselves there are multiple types like Cantrips which cast easily or full on spells that have a cost to cast, but are stronger. It's not hard but it can gunk up the game if your first time playing. It's much better to have a firm grasp of the core mechanics before you add those rules in which is why they made them optional imo.
@@thegimpygamer thanks so much for the additional explanation I really appreciate it! :)