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Legacy of Dragonholt is a choose your own adventure style RPG game where you and up to 5 others spend a week in the FFG-familiar fantasy wor...

Legacy of Dragonholt by Fantasy Flight Games Legacy of Dragonholt by Fantasy Flight Games

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Fantasy Flight Games


Legacy of Dragonholt is a choose your own adventure style RPG game where you and up to 5 others spend a week in the FFG-familiar fantasy world of Terrinoth (…think Descent or Batllelore). Full confession, I’ve only played this solo due to Covid-related restrictions (but I have completed it). It describes itself as a cooperative narrative adventure which is spot on. However, winning and losing is a nebulous affair, the rules themselves state “You might fail to find a fabled treasure or to save an innocent victim, but if you enjoy the story, that is a victory”.

Gameplay

The first thing required of you is to create your character – I became a social-outcast, disfigured chubby cat-woman who wanted nothing more than to escape her humdrum life and the unwanted gaze of children and other people so she naturally became a stealthy thief and ventured solo. So far so D&D-lite. You’re then thrust into the tutorial adventure which introduces the rules through different entries in the first of the adventures. The first adventure, although the shortest, does such an excellent job of teaching the game system that you probably don’t even need to read the 3.5 pages of rules glossary.

No spoilers here!
 

The rest of the campaign is delivered through five adventures and a central location (Dragonholt Village) which you’ll call home for the entire game. These distinct events are each presented in their own booklet with several hundred entries to determine your choices and consequences as you go through the adventure. Each booklet will comprise a complete adventure and be formed of Encounters and you’ll be asked to mark your time or progress in different tracks to determine what further options are open to you.

If you’ve ever played a choose your own adventure type game, then you’ll know exactly what to expect here but there are a few differences to my own experience of the Fighting Fantasy books (and a Ninja series I’ve forgotten the name to, a 2 player dog-fighting series which I would love to find again, and the relatively new Van Ryder gamebooks) which are worth mentioning.

Each entry is given a four-figure number which I found really easy to remember when moving from one location to another. This may sound like an inconsequential thing to say but I remember losing my place numerous times playing a Fighting Fantasy adventure book which are sequentially numbered 1 to 400 or so. The four figures start at around 1000 in each book and go up to 9000 or so. Due to that amount of number space each entry is numerically separated from its neighbours by 30 or more. I think it is this separation that allows you to thumb through the pages quickly without losing your place. In the whole campaign over 4 or 5 sessions I only had to backtrack to find my place once.

The Story Point / Oracle system
 

The second ‘worth mentioning’ difference is the Story oints. You mark your progress down different story branches by marking off a variety of checkboxes which indicate a significant story event that you’ve just witnessed. In a later encounter, not just within the same booklet, your available choices will depend on which checkboxes have been marked off, i.e. your past actions directly influence your present. I thought this was a clever system that provided an elegant way to feel like your actions made a difference. Although I’ve completed the game, I’ve only marked off 25% of the Story Points boxes. At this point, I presume it is impossible to mark them all off in a single campaign and multiple playthroughs are necessary to see the entire story.

First completed run through

Which brings me onto the most notable aspect of this game, being the story itself. The characters and locations (particularly the village) feel genuine and are immersive. The writing is engaging and is on par with most of the good fantasy novels I’ve read. Typically, I would expect a gamebook to briefly describe a situation in a couple of sentences and give me an either-or choice. In Legacy of Dragonholt, your choice will come after a paragraph (or sometimes many more) of story and character development. Your choices will also depend on what time of day it is, and what Story Points have been marked off. I presume this is the Oracle system at work and I know I’d like to see some more games using this system.

The adventures

I’ve not played this multi-player but the game allows for an activation system in which you flip your activation token when you’ve taken the lead on a decision. You cannot make a group decision again until every other player has done so. I think this sounds like a neat solution but I still maintain reservations about playing this multiplayer.

Components

The game is presented in 7 adventure booklets (including the village book). You also get a small deck of cards, a village map and a couple of other handouts related to the story. As ever with FFG games I have nothing but praise for the components and presentation.

Is this enough to warrant a board game?

Criticism

Is it a board game or is it a gamebook? The inclusion of the six activation tokens (only one per player) and a deck of cards are really all that separate this from another choose your adventure book. (I’ve been enjoying the Van Ryder gamebooks series lately which are in my opinion at the pinnacle of choose your adventure design). I don’t think those components do enough to claim that this is a board game which leaves me with the conclusion that this is a £50 book … admittedly it’s well written and enjoyable but I don’t think it merits £50 when other gamebooks are less than half the price.

I’m pretty sure this game is best-played solitaire. There’s sometimes a significant amount of reading to do and that can get quite painful in a group situation. Each of the six adventure book states a realistic-sounding time of 50-80 minutes but as a solo player, I could blast through the quicker adventures in 30 minutes or less. I know I hugely enjoyed my time with the characters and the village of Dragonholt but I didn’t have to listen to anyone else reading ‘dramatically’ or discuss why I thought the group should choose a different decision. However, because I effectively ‘speed-runned’ (new verb) the campaign I was left at the end wishing it lasted longer.

Conclusion

If your group has played Battlelore and is well versed in Descent 2d Edition and you’ve played through the base game and own lots of the expansions then I can really see this having a place on your group’s table, for a few sessions. I do recommend this to solo players looking for an immersive fantasy experience, albeit slightly short-lived, again assuming the price doesn’t put you off.

I certainly enjoyed the story and although my ending wasn’t everything I wanted it to be, I am claiming a victory. After all, it's the first time I've ever reviewed a game where I've completed it.

I’d like to thank Asmodee UK for sending this review copy. This is probably in stock online more than local FLGS but you can use this link https://www.asmodee.co.uk/contentpage/find-your-game-store to find your Friendly Local Game Store who do need all the help they can get at the moment.

Designer:  Nikki Valens

Bgg page:  https://boardgamegeek.com/boardgame/234669/legacy-dragonholt

Playtime:  30-80 minutes per adventure.

Players:  1 - 6 

Keyforge is a two player card game with a unique twist... What sets this game apart from all the others that I have played (including Pokemo...

Keyforge - Mass Mutation by Fantasy Flight Games Keyforge - Mass Mutation by Fantasy Flight Games

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Fantasy Flight Games

Keyforge is a two player card game with a unique twist... What sets this game apart from all the others that I have played (including Pokemon TCG, Lord of the Rings LCG, Android Netrunner LCG and Magic the Gathering CCG) is that you’ll never ‘build’ your deck. The decks are all pre-made and inviolable, you’ll never replace cards or alter your deck(s) in any way.  This is a fundamentally different from any other ‘deck-builder’ and in my opinion is a breath of fresh air.

In video-game parlance ‘loot-boxes’ have come under fire for giving kids an easy path into gambling; although their legal status is still under review (in the UK at least). Buying booster packs for MTG or whatever your crack CCG (or even LCG) of choice feels exactly the same and I find it bizarre that they are not considered the same as loot-boxes.  Keyforge avoids all of those issues by providing a unique deck in every box and an in-game ability to handicap a deck if it appears too strong.  According to FFG there are 104 Quadrillion possible decks. If my maths is correct, if you stacked all the possible Keyforge decks on top of each other they would reach to Pluto and back!
A Few Boxes

But the best thing about every deck being utterly unique is that you don’t have to take things too seriously (here’s looking at you Magic)…you can relax and have fun; and enjoy the game for what it is rather than how much money you’ve spent on it.  The deluxe box comes with two decks and all the counters and introductory rules to play the game.  Additional decks are a snip at about £7.  I have friends who own large boxes of Magic Cards that probably represent thousands of pounds…and they only run with 2 or three decks. Absolutely bonkers in my opinion.

However, this isn’t a Magic the Gathering bash, but a review of Keyforge so let’s get into it. Keyforge was designed by no other than Richard Garfield himself and so its pedigree couldn’t be better.  During a game both players are trying to forge three keys to win the game.  The keys are forged by collecting a resource called Aember through playing and activating your cards.

Aember Keys Completed

Gameplay

In the universe of Keyforge there are 9 different houses and each deck will be comprised of cards from three of those houses. The players take on the role of an Archon that is trying to unlock a crucible of hidden knowledge…This theme is probably the worst thing in this game, in that there is no readily accessible Intellectual Property or generic setting that I am familiar with, which would help me to understand this concept and get immersed in the story. Although, you could argue this is also a feature; let me explain...

The cards, their powers and text and even deck composition is all generated by an algorithm.  This leads to some quite ridiculous named cards. The cards do have a consistent art design amongst the houses but other than that they don’t appear to link to one another or tell any coherent story.  This randomness is echoed in the overall concept and I got to the point where I just didn’t care why I was playing but I was just having a blast playing the cards and seeing how I could best use the cards I had.
A Small Selection of Cards From One Deck

There are many familiar mechanisms, tapping cards, battle lines, upgrades etc. that enable any gamer to literally learn as they play their first game.  The rules are fairly succinct in the starter set, and you’ll likely have a few questions left unanswered by the rules. The living rules are kept online and is the definitive source for any rule questions. But even though I have had a few questions, I’ve never felt the need to stop a game and look up a rule. It’s just not that type of game and it doesn’t create the super competitive atmosphere other card games can.

On your turn, before you start playing cards you have to choose which of the three house will be active for that turn.  You’ll then be limited to playing, activating or discarding cards from that house for the rest of your turn. Although this is a simple concept it allows for a good deal of strategising with your hand of cards and it helps to keep the game moving quickly as you’ll rarely be in a position to play more than 4 cards from your hand on any turn.  And if your opponent is doing their job you will not have too many creatures on your battle line to activate either.
Playing My Son...I lost this one.

There are four different types of cards: Creatures are played into the battle line and have lots of different passive and active abilities; Upgrades are attached to creatures to enhance them in some way, Artifacts are played behind the battle line and provide additional abilities and actions that could be used, and the last type of card are Action cards which are played to the discard pile and have an immediate effect.  Every other card enters play exhausted and so you’ll have to wait until your next turn in to use it’s abilities…(unless it has a Play ability - did I say there was a lot of variety in this game?)

When a creature is activated (belonging to the active house) you can Reap or Fight with it but not both. Reap collects Aember from the common supply and places it on the creature. You have to work out how you can collect the Aember from the creature back into your pool before your opponent kills the creature and collects it for their pool.  Fighting is very simply a simultaneous creature power number of hits applied modified by creature defence.

Snarette has 4 Power and no Shield.  Thero Centurion (did I say this was generated by an Algortihm) has 6 Power and 1 Shield.  If they were to Fight, instead of Reap the results are as follows:

Snarette takes 6 damage from Thero, killing it (its Power is only 4). Thero takes 3 damage from Snarette as Snarette applies 4 hits and Thero has 1 shield. Combat is resolved simultaneously and is simple as that.
 
All the mechanisms in this game are easy to understand and also easy to forget about.  After four or five rounds you’ll have a tableau of cards with many different actions and abilities to try to follow. I guarantee you’ll forget some of them, but you know what, in this game it really doesn’t bother me that I may have forgotten a rule when for example a creature has a Destroyed ability because this game is all about have a fun and exploring how the cards interact within the deck and how they manage against a different deck. The entry point is so low that I can’t help but recommend picking up a few decks to try it out.

Components

The components are all typical FFG quality but unlike most FFG games you’re not tracking dozens and dozens across an expansive board.  You’ll normally have less than ten or twenty in play at anyone time and I’ve even seen some people (online) improvise all of the components with common items / other board game pieces.
The components you get in a Deluxe box

Criticisms

The artwork is a bit cartoony for my tastes but it fits the overall nature of the game perfectly, it stays light and humorous. Unfortunately for me I prefer the more serious and dark art you get in Lord of the Rings LCG and MTG.

I don’t really have any criticisms of a game that is so accessible, cheap and easy to learn, doesn’t take itself too seriously and yet still provides a similar depth of play as the more serious card games.  A huge bonus of this game, if you are or you play with a sore loser (or a child still learning how to lose gracefully), is that there is no personal affront for losing, you can excuse any poor play by blaming the inferior deck and trying a new deck, or swapping decks for the next game.  This non-confrontational meta-game will unfortunately be its downfall.  As a species, we enjoy seeing winners and losers after a fair contest.  A game of Keyforge isn’t really a fair contest (who knows how equal 2 decks out of 104 Quadrillion are) and even when I lose, I consider the deck to have lost not me. 
What was I saying about loot boxes being addictive!

Conclusion

After several weeks playing this game solidly with my son, I can say that I am honestly surprised at how much more strategy and depth there is in this game than I thought at first glance. It’s well worth picking up to try at its RRP.

I’d like to thank Asmodee UK for sending this review copy. This is in stock in many stores and you can use this link to find your FLGS

Designer: Richard Garfield
Play time: 30 minutes.
Players: 2

A long time ago in a galaxy far, far away… the thriving Empire of Lazax dominated the universe from their capital on Mecatol Rex, the ce...

Twilight Imperium 4th Edition Twilight Imperium 4th Edition

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Fantasy Flight Games


A long time ago in a galaxy far, far away… the thriving Empire of Lazax dominated the universe from their capital on Mecatol Rex, the centre of the galaxy. A great number of different races were part of their Empire, where trades and technology developments were flourishing under the peaceful rule of the Lazax.  As time passed, greed and apathy grew in the heart of the people which thrust the entire galaxy into a state of war.  The once mighty Lazax Empire was no more and the Lazax Emperor and his people were wiped out thrusting the entire galaxy into a war of succession, the Dark Years. The conflict raged and caused many civilisations to collapse and dwindle into a shadow of their former selves. Years later, as hope and pride started to return, the surviving races began to again aspire to the throne of Mecatol Rex and impose their rule upon the entire galaxy.

You are the leader of one of these races and you're competing to elevate your power and influence upon the entire galaxy and to occupy Mecatol Rex as Emperor once more.

You can watch my poor attempt at an unboxing video below:


Gameplay

The main objective of the game is to be the first player to 10 victory points.  'Just 10 !', I hear you say...well that paltry amount will still take the best part of 10+ glorious hours. These VPs come by fulfiling a variety of objective cards as the game progresses.  At the beginning of the game, public objectives are randomly selected and just two are revealed for the first round.  Each game will have five Stage I objectives (worth 1 VP) and five Stage II objectives (2 VP each). One more objective is revealed at the end of each round.
Ready to go...this game is a table-hog.
Each round has four phases, the Strategy phase, the Action phase, the Status phase, and in this case, the best has very much been saved till last, the Agenda phase.

There are eight different strategy cards in the game which are available every round to the players.  During the Strategy phase, players choose their strategy card and receive its benefits for the remainder of the round.  Each strategy card has an initiative number, and a unique primary and secondary ability. The initiative number of the card determines the turn order for the round and like many other games cards that weren't chosen has a bonus, in this case, a trade good placed on it for the next round.  I really like this mechanism as at some point those low initiative strategy cards are too tempting to turn down.  Adding a bonus onto unplayed cards also reminds me of one of my favourite gateway games that I introduce new players to 'modern' Euros - Puerto Rico.
All the strategy (cards) ...
There are many different types of objectives in this game and the gameplay between experienced players reflects which objective cards have been revealed.  I did find that during the first few rounds of my first game, I completely ignored the public objectives to my detriment.  When the revealed objectives require technology boosts or aren't combative, then you may wrongly surmise that most players will remain peaceful during the turn and try to improve their tech or other aspects of their civilisation to meet those objectives. However, players are also given one secret objective at the start of the game which score VPs in exactly the same manner as public objectives.  

The two main reasons I no longer play Puerto Rico with experienced players, is first I normally lose, but second, you can largely work out what your opponents will do by the board state, Puerto Rico is too prescriptive. The same definitely cannot be said here, there is no way, for me at least, to work out or even in some instances, understand what my opponents were doing.
The Winnu claim Mecatol Rex
During the Action phase, players take turns to do either a tactical, strategic or component action. A tactical action player activates a system (hex shaped tile) and moves their units into it. If there are enemy forces, a battle will ensue. If the battle is won by the invading force then their ground forces will start a ground battle on the planets which is a particularly bloody affair, ending only when one side is eliminated. 

A space dock in the system will allow you to produce units there.  When a system is activated by a player, they must place their command token on that system.  This prevents you from activating the same system later in the round. This mechanism is also found in Star Wars Rebellion and provide a measure of inter-turn strategy that must be considered when moving your forces around the galaxy. You can generally only move a unit only once in the round. 

Command tokens are used to do pretty much everything in this game and like all FFG games, this one comes with the standard plethora of tokens, only much more so!   However, these are a limited supply and you'll soon be crying out for more command tokens - using the secondary ability on other players strategy cards, that will be one command token please; want to increase the fleet size in a system, one command token.  You get the idea, give me more command tokens!
Space Lions player board.
During the Strategic action, the player plays their strategy card and uses its primary ability. Alongside the initiative numbers, the main purpose of choosing a particular strategy card is to get its primary ability.  For example, Strategy Card 2 (Diplomacy) prevents other players from attacking one of your systems and lets you re-use those planet’s resources again in the same round. After you’ve used the primary ability of your strategy card then all other players are given a choice if they want to use its secondary ability.  They must spend one command token and can revive two planes which they have previously spent on its resources. 

The Learn-to-Play book has a very handy chart in the back for new players to match up the best strategy card with their immediate tactics. Want to research more technology? choose Card 7.  Do you occupy Mecatol Rex? Card 8 should definitely be your choice. Every time I picked a strategy card my mind was doing gymnastics trying to work out the convoluted permutations of the secondary abilities for each other player. i.e. trying to minimise their bonuses effect to my empire.  I love the hard decision space this game gives you which is quite unlike any other I have tried.  Although I wouldn't recommend playing this with AP-prone players, for obvious reasons.
Rules, Learn to Play and the Lore Compendium. 
A Component Action is an action in which you can play an action permitted by the components (cards) in front of you. This may also be a race-specific ability.  This is a kind of an optional action and can be used to (smash your opponents) delay using your pass (ending your entire round) manipulating the player order and having the advantage of moving last in the round.  I really like games that allow you to manipulate the turn order to either move early and strike first, or react to your opponents moves. Whenever I manage to pull off such a move in any game; TI4, Empire of the Sun or any of the COIN games spring to mind, I get a huge sense of accomplishment. Although it is usually shortlived because I forgot to anticipate my opponents' next move.

After all players have passed in the Action Phase, players score up to one public and one secret objective, if possible in the Status phase.  One public objective is newly revealed, and players draw some action cards, collect and redistribute their command tokens on the command sheet etc. etc. Basically, you're getting the game board in a fit state for the next round. However, if someone occupies Mecatol Rec, then the Agenda Phase follows.
The battle for Mecatol Rex rages on.
If you've played Diplomacy you'll almost know what to expect in the Agenda Phase, blackmailing,  bribing, lying just like politics today...  The Galactic Council sits in session, chaired by the current speaker and each race is represented to discuss important issues in the galaxy. If you've seen Star Wars I, it's that, but much more interesting... An Agenda Card is drawn, and players vote Yay or Nay using their influences generated by their planets. There are many different agendas in the game, some seemingly irrelevant and some utterly devastating, easily changing the game.  Which is why the debate over and around the table can get so animated, especially when one player is struggling to get their 10th VP. The Ministry of Peace agenda, for example, allows a player to cancel their opponent’s aggression in their system one time.   Even if you are playing a weak race (not all races are created equal), or your planets are not very rich, you could still win the game by manipulating the vote in the Agenda phase. 

Combat is a surprisingly simple affair, you roll one 10-sided die for each ship in the space combat and if you roll greater than the ships combat value (shown on the faction sheet) it's a hit. Each hit kills an enemy ship which is chosen by the other player.  The big ships, dreadnoughts, flagships, and war-suns have the ability to sustain damage meaning they'll take two hits. However, you've got to destroy all of the fighters and frigates defending them before you get a chance to actually hit/destroy the big ships. It is very important to have many cheap fighters as fodder to protect big ships - again, this was not appreciated by yours truly in the first few rounds of the first game.  There are some nuances to this combat, for example, if the enemy has a lot of destroyers, your fighters may be wiped out in an anti-fighter barrage before the combat round begins, leaving your dreadnaught defenceless and an easy target. 
Everybody wants some.
In order to occupy planets, you'll need to bring ground forces with your vulnerable carriers. They are not powerful units (combat value: 9) but can be the most important in your fleet. If you win the space combat, you can land ground forces on the planet.  If the enemy has a planetary defence system (PDS) then they get shoot your troops before they land.  However, if you're Dreadnaught or War Sun have survived the space combat they can bombard the enemies ground troops beforehand.  These variable abilities require you to strategise over every move/destroyed unit and it provides a lot of fun, and also added intrigue in the Agenda Phase.  'You want to deal and you attacked me last turn! That's going to cost you, buddy!'.  Great fun.


Components

This game is a monster. Its box is rather bulky and contains tons of miniatures, cards, system tiles, various tokens and so on but the box is well designed and deserves the space it takes up.  The organiser is well thought out and functional, which is rarely a thing I say about FFG games. However, I really feel that this game is a beloved property of  Christian Petersen (FFG CEO) and it really shows in the fourth edition. A lot of care and attention has been paid to every single component. If you want to see an excellent making-of documentary check out Shut Up and Sit Down's Space Lions documentary.  If each player knows what they're doing setup can be completed inside 20 minutes, although you could argue that building the galaxy is an integral part of the game and not really setup.
It is done...
Each race has a Faction Sheet showing each unit’s parameters, race-specific abilities, and history of the race on the back. In the box, there is a lore guide which can be treated as a piece of Science Fiction in its own right.  This history was very well written and I enjoyed reading through it all.  The detail that has gone into the history shows the amazingly high level of production in this game. FFG normally have stellar production values and they've even surpassed those in this game.

You can (or you should) role-play during the game after reading the history and unique capacities of your chosen race. The seventeen races in the game are all unique and have strength and weaknesses.  For example, the space fish...are physically weak but very intellectual. They suffer -1 drm in combat, but develop technologies rapidly. Then there are the Hacan (space lions) who are purely motivated by trade. and gain trade goods (which is a kind of currency) easily, giving them the ability to build large fleets from the early stage of the game.  Trade goods are power.
The big box is full.
Each kind of shop has a distinctive miniature and the sculpts are excellent. There are fighters, destroyers, cruisers, carriers, dreadnoughts, a flagship, and war-suns. Their combat abilities are all listed on your Faction Sheet. Researching technology can improve units which permits you to place a tech card onto your faction sheet. This is a really effective way to see at-a-glance how powerful (or not) your fleet is.

Apart from unit upgrades, there are 4 categories of technology in the game, Biotic, Warfare, Propulsion, and Cybernetic. There are 4 levels of technology in each and you must research them in order.  One game takes on average 6 to 7 rounds and you will not be able to fully explore the tech tree in one game.  Planning my upgrades and deploying my fleets according is a great game which I enjoyed immensely, but so often ruined by my opponents. Developing Propulsion first and then upgrading your carrier so that it can move 2 hexes is a nice ability to move your troops out into the galaxy, or you may want to concentrate on Warfare techs and try to build a War-Sun early in the game with the ability to literally annihilate an opposing fleet.



Criticisms

The only criticism I can think of this game is that it takes a very long time to play.  It is difficult to find 3 or more opponents who don’t mind committing 6 or 7 hours in one go, but this game has such a reputation in the hobby that almost all gamers want to try it, at least once. But let me reassure you that those hours pass very quickly it is so much fun to play this game.  Afterwards, you will be exhausted but you will have created an amazing experience with your friends I guarantee will have built a stronger bond for sharing this experience.  Look for opponents, and go for it!


Conclusion

If I had to describe this game, I would say that it is seductive yet elusive. I want to play it more, I love the game, I want to try every single race, and experiment with every technology, but it's very difficult for me to get it to the table. I have a young family and losing 10 hours on a weekend so that I can move plastic and carboard counters across my kitchen table is not a position I can defend often. However, given the opportunity, the time and the right opponents, this game is always welcome at my table.  It tells a grand, epic story of battling races and powerful armies clashing across the stars. The mechanics are simple enough to grasp relatively quickly but the layers of strategy are very difficult to master. After 2.5 games (which represents over 24 hours of play time...) I feel that I understand the game well enough to be able to strategise but not effectively. There are so many racial combinations and variances from game to game that I'm relegated to a reactionary play style. 

This game won't be for everyone, but if you like wargames of any kind (if you're reading this blog then I can surmise you do) then you owe it to yourself to play one of the very few seminal games in this hobby. Track down a friend who owns it or plan a game at a convention, weekend gaming retreat (we all do that right?) You won't be disappointed.

Many game-stores will have a copy of this game in and you can use this link http://www.findyourgamestore.co.uk/ to find your nearest in the UK or support them using their online web stores if you can't make it in person.

I'd like to thank Asmodee for sending this game and permitting me to review it; if only I could play it some more.  I would also like to thank my war-gaming partner of many years for helping me write this review.

Publisher: FFG
Website: https://www.fantasyflightgames.com/twilight-imperium-4th-ed
Players: 3 - 6
Designers: Dane Beltrami, Corey Konieczka & Christian T. Petersen
Playing time:  Ha ha ha

Star Wars Legion is a two-player battle between the Imperial forces and forces comprising the Rebel Alliance (what else?).  I've pla...

Star Wars Legion Star Wars Legion

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Fantasy Flight Games


Star Wars Legion is a two-player battle between the Imperial forces and forces comprising the Rebel Alliance (what else?).  I've played enough of the current catalogue of the seemingly never-ending release of Star Wars to be able to say I think this is my favourite at the tactical level (with a few caveats). 

Before I tell you why I think this is my favourite tactical Star Wars game, I've got to set some expectations. The Star Wars Legion box is a starter set for the rest of the system, it is far from the full SW:L experience.  This is a tabletop wargame with elements borrowed from board games that optimise gameplay; it isn't a board game.  To explain further, I would consider Imperial Assault to be a miniatures boardgame; SW:L is a miniatures wargame.

You can watch my unboxing video of the core set below:

Gameplay

A game, or battle, lasts for six turns in which all of your and your opponents will activate alternately with each other.  A full turn of the game comprises three different phases, (I told you it was like a board game), the Command Phase, the Action Phase and the End Phase.
Starter Battle setup
During the Command Phase, players choose one from a hand of 7 command cards to 'order' a number of their in-command units.  However, these command cards also determine the initiative for that turn. If you've chosen a command card with a high number of activations you've probably ceded the initiative to your opponent.  Because there are so few command cards in use, you can know what cards your opponent still holds in their hand and choosing a command card turns into a fun mini-game within a game.

Your commander will be able to order a small number of units directly by placing an order token next to that unit (assuming they're within order range). Units that don't receive an order token will have their order tokens shuffled and placed in a face-down stack. During the activation phase, you can elect to move a unit that has an order token next to it or pull from the randomised stack and activate whichever unit is drawn. 
Protecting the transmission dish
In the most basic terms, each activated unit can move and fire.  As you're moving after your opponent (except for the first activation of the turn) you should be able to react immediately to any manoeuvre.  However, if you've placed an order token next to units that are far from the action, you'll be reduced to hoping that you pull the right order token from the stack to react or cause your opponent the same dilemma. This may sound quite random but you can control it in a variety of ways and it actually plays out like another fun mini-game within a game. 

Your units are not just limited to just moving and attacking. In the learning battle, players can also, aim and dodge, but the full rules, allow for a plethora of abilities to be used. The abilities when used allow you to have more control over the timing or your units' activation, their movement or their abilities in combat.  These powers are mostly tracked through the use of intuitive tokens next to the unit which neatly avoids the ubiquitous lookup tables in many other wargames.  These abilities not only are evocative of the lore of Star Wars but make the tactical decision space far greater.


Father and Son dukin' it out

The movement system is nice and simple. You are given three movement rulers which hinge in the middle and you measure the unit's leader-figures movement. Every other figure in the unit is just placed somewhere within XXX of that figure. There is no need for unit trays or endless measuring of distance. I thought this sped up the gameplay compared to many miniature wargames I've tried and it lets you get on with the real battle.

When in combat your units roll a number of dice depending on how many figures there are in the unit.  The unit cards indicate the number of red, black or white dice a single figure rolls in attack or defence. The strengths of each dice colour are different and I was continually pleased with how thematic the units abilities and dice mechanics worked to fit into Star Wars canon. Once again this was quite a simple mechanic but when the full rules are used, your units may have more than one weapon type and can fire on multiple enemies. Although the gameplay is very accessible there are plenty of good tactical decisions to be made.  I particularly like the surge mechanic which is present in quite a few FFG games.
Stormtroopers rolling too well, they defended every single hit!
The starter battle is very easy to jump into even if you're both complete newcomers to the game or have never played a miniatures wargame.  And you know what? I thought it was a blast.  I've continued to play the advanced rules and built up to nearly a full army of Imperial and Rebels.  A full army is 800pts and when building your army lists visiting table top admiral is a must.  I've even put my 3d printer to good use producing terrain for the game.

I just wish there were more players of the game near me. I've only found one game store out of about 7 or 8 I've visited recently (I travel quite a bit for work) who is stocking SW:L product. Which is a shame because I think this game is a great example of what a tabletop wargame should be and it's set in the Star Wars universe. Win-win from me. Its largest rival in this space is probably Games Workshop's 40k behemoth, and for me, there is no question which is more fun. (hint: it's not the spacemarines)
500pt Battle to control the comms array

Components

The game comes with a plethora of different tokens and figures to get going with the base game. It's almost expected that I would say that these components are up there with the best in the business as is the rest of FFG's output. However, I can criticise the miniatures, specifically the limited glueing surface (e.g. two boots) to their bases. I thought I was a fairly competent modeller and used the right type of glue but I've still had a few miniatures come unstuck.  Why can't all minis come on slotted bases?


Ubiquitous Learn to Play and self-printed Reference

Criticisms

The rest of the production of this game is top-quality, as ever from FFG, but there is lots to criticise here.  I think the delivery of the product to gamers has been poorly handled. 

The core game doesn't provide enough dice to roll just one hand of dice. Scooping up the misses and rolling again, or remembering the previous roll to add to the next is not what I want to be doing. My first 'expansion' that I bought was an extra set of dice.  Adding an extra 9 dice couldn't have been that cost prohibitive, could it?
Can you spot the Rebel sharpshooters?
The rules reference is not provided in the box. The Learn to Play book is there and it's excellent, but to progress onto the next stage you'll need to download and print out or use a screen to read the rules reference.  I know this is intended to be a living document so any print out will show its age, but wargamers have been adding errata corrections to manuals for as long as Star Wars has been around. You can't even buy the rules reference as a standalone product. However, they have used lots of links in the pdf and it's very easy to navigate. You just need to have a large tablet or laptop at the game table.

The scale of the miniatures does not match that of Imperial Assault, they are larger and, however, much better quality, but I think this aspect alone massively damaged Legion's launch. Imagine if all the Imperial Assault players woke up to find a new game, playable with their existing miniatures with just a purchase of some dice and card decks. I guarantee that the uptake of this would have been through the roof. The potential for future expansions would also have been massive as IA players realise that this game is a much better skirmish game than IA. This miniature scale decision could be viewed as quite cynical corporate greed and I think it may have stabbed FFG in the foot a little.

If you do eventually buy the expansions, and I heartily recommend SW:Legion with them, then be prepared for the amount of air you're buying.  The expansion box sizes far outstrip the amount of content you get. I'm getting a bit fed up with publishers making their boxes with no consideration to the amount of stuff that box will hold. It's not bad in the Core Box, mine is stuffed and it comes with an almost workable insert, but the expansions are ridiculous. What is more egregious is that I'm sure 90% of players will be ditching these expansion boxes straight away.

Looking at the prices for this in the one store, I found actively stocking it (luckily it's local) is the price model.  FFG know what they're doing with this IP and the level of players they can expect to invest and support the game, but the prices for the expansions feels fairly wallet gouging if you're not a regular miniatures gamer accustomed to skipping meals to pay for the next unit...



via GIPHY

However, with all that said, these criticisms do nothing to detract from the gameplay. 

Conclusion

So I love the gameplay. There are some really great 'ah-hah' moments when you realise how to use your units abilities and how it fits thematically and I've only really scratched the surface; there's lots of game here to get your teeth into.  But there is lots to criticise as well. Thankfully very few of my criticisms are levelled at the gameplay, more at how FFG have handled the production and launch of this game.
Comms power generator captured by a severely weakened stormtrooper unit
Star Wars: Legion shares top-gong, with Star Wars Rebellion, for best game in the Star Wars universe, in my opinions, and is the most fun I've had playing a tabletop wargame.  Other games I've experienced which I'm basing this comparison on are: Lion Rampant, Warhammer Fantasy Battle, Warhammer 40k, and Bolt Action.

Legion plays quickly and you have a plethora of tactical decision every single turn of when to activate and how to minimise the damage an unwanted activation could do whilst attempting to destroy your opponent's forces. 


That's a lot of stuff in the base box
Some people have described this as an incomplete board game, and that is unfair. It is firmly a miniatures wargame with a little bit of a board game in there, e.g. the use of tokens and command cards.  You're paying for the rules and some starter units which aren't provided by many wargame rulesets.


If Star Wars is your thing and you're either a tabletop gamer wondering what all the fuss is about with board games, or you're a board gamer, curious what the other side of your local game shop is all about, then I can recommend Star Wars Legion, it has a foot in both camps.


Now would be a great time to get into Legion as the support from FFG continues to grow and the Clone Wars core box sets are soon to be released alongside the multitude of expansions that will eventually come with the new factions. At the moment only B-1 Battle Droids and Clone Troopers have been announced but you get General Grievous and Obi-Wan Kenobi (of Mcgregor vintage) in the core box alongside two base units and a vehicle unit for each side.

This is a little hard to find in local brick and mortar stores but still widely available online and actively supported by FFG, I get the impression that it is much more popular across the pond than in the UK.  You can 
find your nearest FLGS at http://www.findyourgamestore.co.uk/

Publisher: FFG

Website: https://www.fantasyflightgames.com/star-wars-legion
Players: 2
Designer: Alex Davy
Playing time: 1-2 hours

Overview Arkham Horror Third Edition revisits the town of Arkham (again - are we getting bored of this world yet?) and pits players aga...

Arkham Horror Third Edition Arkham Horror Third Edition

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Fantasy Flight Games

Overview

Arkham Horror Third Edition revisits the town of Arkham (again - are we getting bored of this world yet?) and pits players against Lovecraftian apparitions and anomalies all the while managing their own health and sanity. Players take on the role of an investigator moving and fighting their way around different sections of the town trying to uncover clues, both in terms of gameplay and actual clue token to defeat the scenario. There are 4 scenarios in this game which all feel quite different from each other and even when replaying a scenario no two games are identical.

Thematically Arkham Horror sits between Eldritch Horror which deals with Cthulu infestation on a global scale, and Mansions of Madness which has you running about a building fighting the evil minions. Arkham Horror has you warding off evil on the scale of the eponymous Arkham town. Full disclosure though, I have not read, nor intend to read any of Lovecraft's books, I am aware of some of the lore but wouldn't describe myself as a fan.

This game has been on the streets for a few months now; FFG has had three cracks at getting this game right and because I haven't played the earlier versions I won't comment any further on the differences between them, but I will provide my thoughts of this as a stand-alone game. You can watch my unboxing video here: https://youtu.be/L5ynYkqkbJM.

Gameplay

Each round consists of four phases that repeat until the players either achieve the scenario objectives, or enough doom has infested the town to defeat the players. During the first phase, the Action Phase, players take turns to perform two actions. Anybody familiar with the majority of FFG rule-sets will be in familiar territory here (Move, Attack etc.).  Cooperative games often allow for self-determined player turn order and this is no different, however, once my group was familiar with the game if our characters were in different neighbourhoods (often the case) we went ahead and played our actions concurrently. This significantly sped the game up - after the obligatory group-think at the beginning of the turn. When players were in the same neighbourhood there was often a synergy of actions that required a little more thinking of who should go first for the best outcome.

After the players have all moved the monsters on the board will activate according to their own specific objectives. The different Monster types have different activation actions, some will run towards the nearest character, others are immobile and just fling doom around. The different monster behaviour, for me, helped to breath a lot of life into this theme. I wouldn't want to count the number of Lovecraftian games there are on the market but we [gamers] show no sign of being tired of it yet; at least we seem to be out of the Zombie-everything era.

After the monsters have activated available players (i.e. those not engaged with a monster) will have an encounter. The Encounter Phase is my favourite part of the game; the NPCs and events that you deal with during an encounter add tons of flavour into this game. You'll draw a specific card depending on where your character is in the town and read out a specific text depending on how many doom tokens are in the same neighbourhood as you. This will often result in taking a test of character. This is done by rolling a number of dice dependent on the particular attribute being tested. The attributes are familiar from the other Cthulu-universe games that FFG have pumped out e.g. Lore, Will, Intelligence, Strength etc. Your particular attribute score means you roll that number of dice, any 5 or 6 results (normally) means you've passed the test. 

The timing mechanism by which Events cards are added to the different Encounter decks is a brilliant piece of design and scales well for any number of players. Each time a clue is 'found', a Clue token is placed in the centre of the neighbourhood in which it was found. This will also add an Event Card to one of the top three cards of that Neighborhood's Encounter deck (each neighbourhood has its own). When drawing an Encounter card during this phase, there is a chance you may draw that Event Card which is the primary mechanism to advance the game and achieve scenario objectives.

The fourth and final phase is the Mythos Phase in which players will blind draw two mythos tokens from a bag. Each token will cause a specific effect (usually bad) for the players to deal with. This phase did tend to slow the game down a little bit but the resolution of all the effects was engaging enough to keep players attention, even if the interval between your last Activation and starting your next turn could be upwards of 15 minutes, a lot more with 6 players around the table.  It was often a relief, in more ways than one, when a blank Mythos token was drawn.

During the game, players will also acquire items, spells, and conditions which generally, help the players. These, along with each character special abilities, are a crucial tactical element to beat any scenario. On my first playthrough, I ignored these additional pieces and quickly lost. I played this way primarily to learn the basic mechanics before teaching one of my game groups. However, I got sucked into this learning game enough to push on until I lost my solo playthrough with two characters. When you play with all the rules (as is intended) all the scenarios felt 'winnable' but always challenging, in fact, I haven't ever won a scenario on the first playthrough, but they were all fun enough, and crucially, quick enough to try again on the same night.

The combat mechanism is very simple, players can attack any monster they are Engaged with, by rolling a strength test. The number of passes (5s or 6s rolled) is the number of hits applied to the monster. If the monster survives to Activate during the Monster Phase the player takes a number of damage and horror tokens that are shown on the bottom of the monster's card. There is no defence roll, you simply take the damage. Initially, I didn't like the simplicity of the combat but I realised this game is more than a typical 'kill all the things' monster game and combat is secondary.  This way, it is is very streamlined and doesn't detract from driving the scenario along; combat is actually just right for this game - this is not a fighting game. 

Although players can die, you are always able to re-enter play with another character, albeit with some scenario-effecting penalties. I like games that both kill player characters off with no chance to revive, which I think adds to the realism and jeopardy of your actions. I also like games that don't allow for player elimination. This game neatly straddles both of these requirements and it reminded me a little bit of Magic Realm; any game that does that is doing alright in my book.

Components

I hold FFG up as a company at the very pinnacle of component quality, if not design at all times (here's looking at you Discover), this game is no exception. The components are fantastic and you get a plethora of different card decks - even multiple types of the same decks. The rulebook(s) are very well laid and they follow the two-book method of many other FFG titles I am familiar with, amongst others. You get a 'Learn to Play' book which does exactly what it says, and a 'Rules Reference'. The 'Learn to Play' book is very well written and we had only a few occasions where we were unsure of a rule enough to warrant looking up the detail in the reference rule-book. 

The Neighborhoods are depicted on large hexagonal tiles which join together with small rectangular streets. The locking mechanism is a simple puzzle-piece, tabs and slots affair. I found that the tolerance of the cutting was so fine that when joined the pieces would not easily go together (or apart) and when prised apart caused some pulling away of the printed surface from the underlying card stock. This is both a pro and a con as you get a very firm game board at the expense that it might start to wear quickly.  But there is no denying the game looks great on the table and is beautifully illustrated throughout.

Criticisms

As with most FFG games there is an abundance of card decks and tokens to keep track of the game state and that of your player characters. Despite the relatively small footprint of the map elements of the game board you're going to need a massive table or be very organised to sit 5 or 6 players around this. It is a huge table hog. Obviously, all of these pieces are set up before the game and to give you some idea of how long setup takes, almost half of the rulebook (yes you read that right) is dedicated to Setup! I wish setup was a bit quicker if this game continues to find table time I will have to invest in a better solution than plastics bags to facilitate setup. 

Cooperatives often don't work well with either of my game groups as we tend to group-think which drags the game on a bit too long. This is our own fault and despite the streamlining of the game it did start to overstay its welcome near the end of a scenario. However, that didn't always stop us from re-playing it either because it does tell a good story and each play (aside from the major plot points) are quite different. It would be ideal if the playtime could be trimmed just a little bit more but I am at a loss to think of where there is any cruft that could obviously be lost. 

Conclusion

Apart from the first few turns of the first game, where we didn't fully appreciate the consequences of our actions, the game felt well balanced, i.e. easy to play but hard(ish) to beat. The play time on the box is largely accurate with most of my games straying up to 3 hours with 3 and 4 players. This is a highly polished and fun romp in the Lovecraft Universe. Gamers appear to still be eager for more Cthulu and whilst I appreciate the accomplished gameplay and immersive story, I'm not overly sold on the theme itself, which is no criticism of the game.  However, there's no denying the theme shines through throughout this game. I did enjoy my time with this game and would recommend it to any fans of cooperative games who are looking for something with a little more chrome than Pandemic. If you're a Cthulu fan then I would imagine this is a no-brainer game to seek out and play, if not to add to your collection.

Most game-stores will have a copy of this game in and you can use this link http://www.findyourgamestore.co.uk/ to find your nearest.

Publisher: FFG
Website: https://www.fantasyflightgames.com/en/products/arkham-horror-third-edition/
Players: 1 - 6
Designer: Nikki Valens
Playing time: 2 - 3 hours
RRP: £59.99

Overview Discover: Lands Unknown took the bgg hotness by storm a few months ago and I'm pleased to review this game. This will qu...

Discover Lands Unknown (minor spoilers) Discover Lands Unknown (minor spoilers)

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Fantasy Flight Games



Overview

Discover: Lands Unknown took the bgg hotness by storm a few months ago and I'm pleased to review this game. This will quite a strange review as it will be impossible to review it without some minor spoilers - reader beware. Also, the nearly-unique selling point of this game is that every box, or at least the components within it are unique to that copy. My game will have a different mix of cards, terrain, explorers than any other Discover game. I find that individuality quite compelling.

In this game, you're given 5 different scenarios with which to explore, survive and ultimately reveal the underlying story of the game, your game. Scenarios 1-4 are fully co-operative and should be played in order, in which your characters/survivors are working together to reveal a mystery story whilst battling thirst, hunger and monsters. During these set-up scenarios, you're being drip-fed a story by revealed cards and objectives that lead to the final and fifth scenario which you can replay as many times as you would like

Each game comes with 2 different terrain types, I had the Badlands and the Island terrain types and 12 different characters, out of a possible 36, each with their own strength and weaknesses. Items, monsters and even the storyline are also variable between boxes. I shudder to think what steps were taken to try to balance the number of different possibilities.

If you're curious to see the contents of my game then you can watch my unboxing video (~9 mins).


Gameplay

The scenarios start with your characters waking up at a campfire of an unfamiliar land. Each particular terrain will have a different counter-mix and different cards. The placement of terrain is also randomised so if you're replaying a scenario and are trying to find a particular landmark and advance the story it will most likely not be in the same location.


The game itself felt well balanced.  you cannot just go for broke and fight every single monster or just search out landmark features. You'll need to care for your survivor making sure they've got adequate supplies of food, water and resources from which you can make useful items. If you're not careful then you'll likely take damage quickly and you will lose the game which will happen after you've taken 4 damage.  If your survivor is eliminated the remaining players keep trying to beat the game so you best have something to do whilst you wait.

The unknown awaits
A turn consists of a day and a night phase. During the day phase, you'll take actions up to your stamina limit or whenever you decide to stop.  Most actions cost 1 stamina and there are 10 different actions available to you. Each night you'll recover some stamina so that you can function again the next day. However, as you'd expect, during the night phase your survivors have to deal with some threats.

Whilst trying to survive you're trying to meet scenario objectives or 'stages', these are sequential, the first stage has to be complete before revealing the next and scenarios have 3 or 4 stages. Only the active stage is revealed to players. If you complete all stages, then you've won the scenario and can play the next.

You survivor will inevitably take damage as they explore the terrain, from monsters, dirty water, events or from the night terrors. Damage is tracked on a nifty tracker with 3 damage wheels and 1 stamina wheel. Damage can be either physical, poison, hunger or thirst but at the point where you need to take a 4th damage, you're done for and out of the game. You can spend resources, to recover from damage which you'll need to do very regularly.

Falling like flies
You'll encounter monsters quite regularly, you can normally avoid them if you want but they do provide relatively large numbers of resources, e.g meat and hides, so killing them is often in your best interest. The combat system is very simple, which is both a good and bad thing. You'll roll 2d12 and compare them against the numbers on the monster's card. If you beat the grey number with the grey dice you cause one damage to the monster, if you beat the red number with the red dice the monster hits you for one damage.  Combat can be altered by other survivors combat support cards, if they're near enough, or by the items you've crafted.

The game is driven by flipping resource tokens and investigating landmarks. Normally you'll flip a token and just reveal a resource of that type, however, sometimes you'll reveal a number which will require to draw the same number from the Exploration deck. Investigating a landmark will also require you to draw the corresponding numbered card from the Exploration deck. The 'story' is largely told through the stage cards and accessing the 'right' exploration cards. Some exploration cards have pre-requisites before you can flip them over or allow you to draw an exploration card 2 higher when resolving a token for example. This was a clever system and I thought, good design, similar to 7th Continent.

Rulebook and excerpt

After all players have used as much stamina as they want, night falls. The night phases get worse, the longer players hang around and as resources are of a nearly finite supply, eventually your survivors will succumb and lose the game. It's in your best interest to do things quickly, however, sometimes you'll find the right landmark on the very last tile, which can be hard to recover from.
 
Components

The art on the box and the character cards has a nice clean aesthetic which reminded me of Herge's Tintin series. The cards are simple but nice and everything is of the excellent quality that we expect from FFG.  The cardboard wheels have stayed quite tight which is a good thing when you're tracking vital statistics...(nod to Underzo), you don't want them moving without intention which can be the case with similar components from other games. I would have preferred wooden meeples instead of the plastic but that is a trivial gripe.

Maybe expansion space?


Criticisms

The story did not come through as much as we'd like. Often we were left wandering and wondering where to go next. The narrative felt a little loosely tacked on and only revealed by two or three sentences before you're off and trying to complete the next stage. This may be indicative on the uniqueness of each box, the designer(s) would have had a torrid time crow-barring the story into every different version of the game box. I would like to know if the story in my box is the same for all other boxes that contain the Island and Badlands terrains.

The story could be better told if you were able to keep some knowledge or item bonuses from one scenario to the next. Instead, you've got a completely blank slate for each scenario making you feel like you're playing in a vacuum and your choices, or even win and lose, have no bearing on the subsequent scenario. 

Lots of goodness here
 The OCD gamer in me is worrying that maybe I don't have the best mix of components, I have to trust FFG, and I'm sure this is the case, that each game feels approximately the same and my game is neither inferior or better than all the other 'Discoverys' out there.

The fifth scenario plays a little differently from the first 4 and isn't really part of the story. But what it does try to do is done far better in other games. This game really is just 4 scenarios in one base box and I'm not sure you're getting gameplay value for money with this.


Conclusion

This game does lots of clever things that I like but a game about exploration and survival should tell a good story and this one fell a little flat for my group. I like the idea of a unique game box and the game underway looks lovely on the table. It plays in about 100 minutes, which is probably half an hour too long per scenario considering this game's complexity. I'm sure there is a very good game inside and I'm sure we will see other publishers try similar gimmicks, (a-la Keyforge) but I don't think we've reached the pinnacle of unique games design with this title.

I thought the damage mechanism was good, supported by a component of excellent quality, and I liked the simplicity of the combat system if not its' randomness.

I  would like to play another copy of Discover as I'm intrigued, how the designer managed to balance lots of the different elements in each game; are the stories different? do they link together in some way? etc.  Some game groups, or even couples, could really enjoy the open-ended nature of this game and will re-play scenario 5 again and again, but I don't want it to be my group. Sorry FFG.
 
This game has a huge distribution and you'll still be able to find it in almost every game store; find your nearest Friendly Local Games Store at http://www.findyourgamestore.co.uk/.

Publisher: Fantasy Flight Games
Website: https://www.fantasyflightgames.com/en/products/discover-lands-unknown/
Players: 1 - 4
Designer: Corey Konieczka
Playing time: 1-2 hours
RRP: £57.99

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