Black Rose Wars

2019 · الخداع

Black Rose Wars

Players take the role of rival mages in a dark fantasy lodge, pursuing power, artifacts, and control of a mysterious prison. Gameplay mixes deck-building and tactical combat on a modular hex grid: players draft and expand a personal grimoire from six distinct schools of magic, then plan turns by placing spell cards face-down and revealing them to cast effects, summon creatures, complete objectives, or destroy rooms. Each spell offers dual effects, and deaths are immediate respawns that still grant benefits to killers. The winner is the mage who accumulates the most power by fulfilling goals, feeding the Black Rose, and outmaneuvering opponents.

اللاعبون
2–4 الأفضل 4
مدة اللعب
90 دقيقة
العمر
14+
التعقيد
3.4 / 5
6 على Ludoyaابتداءً من ‏91.59 US$نماذج مصغرةخيالحملة / قائم على بطاقات المعركةلوح معياريأغلبية/نفوذ المنطقة

عن اللعبة

التصميم

التوسعات

شاهدها في Ludoya
Black Rose Wars: Hidden Thorns2019Black Rose Wars: Inferno2021Black Rose Wars: Crono Expansion2019Black Rose Wars: Sator Box2020Black Rose Wars: Rebirth – Seal of Fire2024Black Rose Wars: Familiar Cerberus2021Black Rose Wars: Familiar Hydra2021Black Rose Wars: Familiar Draco2021Black Rose Wars: Familiar Griffin2021Nova Aetas Renaissance: Hyperion2023Nova Aetas Renaissance: The Mediceo2023Nova Aetas Renaissance: Minotaur2023Nova Aetas Renaissance: Draco2023Black Rose Wars: Ordalia2021Black Rose Wars: Black Lymph Promo Card2019Black Rose Wars: Armageddon Promo Card2019Black Rose Wars: Cthully Forgotten Evocation Promo Set2021Black Rose Wars: Duel – Lex: Prismatic Cage Preorder Promo2023Black Rose Wars: Supreme Invocation Promo Card2019Ashes Special 7: Cosma Promo2022Black Rose Wars: Duel – Void Preorder Promo2024Black Rose Wars: Alma Mater Studiorum Promo CardHelblindi Cryomancer Promo Set2022Black Rose Wars: Magister Box2024Ashes Special 9: Razvan Promo2024Ashes Special 8: Fabio Promo2023Black Rose Wars: Duel – Kami Preorder Promo Pack2025Black Rose Wars: Dungeonology Rocca Civetta Promo Cards2022Black Rose Wars: Ordeal Promo Cards2019Ashes Special 11: Slenderman Promo2025Black Rose Wars: Legendary Scenario – It's a Trap!2024Black Rose Wars: Spurchia Christmas Scenario2023Black Rose Wars: LMS 10th Anniversary three Event cards Promo2024Black Rose Wars: Magician Pack2025Black Rose Wars: Christmas School2022Black Rose Wars: Rebecca Personal Spell – Cursed Blood2023Black Rose Wars: Shroudtech Mage2025Requiem: Downfall of Magic – Istvan2025Requiem: Downfall of Magic – Selene2025

أين تشتريها

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قارن كل الأسعار في Ludoya
  • Gamers Guild AZمتوفّر 91.59 $
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  • Gameplayتحقق من التوفر 124.99 €
  • Spelexpertenتحقق من التوفر 891 kr
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  • World of Board Gamesغير متوفر في المخزون 995 kr
134
جلسات مسجّلة
264
اللاعبون
3h 10m
متوسط الجلسة
49
في المجموعات
13
في قوائم الرغبات
1
طلبات مسبقة

6.0/10

من 30 مراجعة على Ludoya

  • متعة8.0
  • تفاعل9.0
  • قابلية إعادة اللعب8.0
  • تفرد9.0
  • المظهر8.0
  • إمكانية الوصول7.0
  • Balleflass6.0

    I was initially in love with this game (original rating 9), but after 7-8 games, I felt the randomness in quests, deck building and casting sequence to ruin my feel of control over my actions. Not sure I like programming in my games any more as I feel I cant adjust my plans on the go as I can in most other games compared to this one. If I could choose which side of the spells to use AFTER I reveal them, then it would be better and make me feel more in control. I've played this mostly as a 3-4player and the downtime between turns can be bit much compared to how little is happening. The game could have been streamlined so much more by somewhat merging the evocation round into the action round and then redesigned the first 3 phases of the game to take less amount of time to let people into the action phase sooner which is where the fun stuff is happening. I do like this better than Mage Wars and Summoner Wars tho. It's still one of the better designed games compared to other Kickstarter plastic pushers, but not compared to other free-for-all card based games with a map like Tyrants of the Underdark, Vampire Rivals/Eternal Struggle, Time of Crisis and a bunch of others.

  • Garfield2.0

    Holy cow! 3,5 hours lasting game + 45min explanation. Way too many spells, and every spell card has 2 spells on it. Planning your turn with laying down your spells take way too long. And then it's a little bit of random chaos. It would have been very good if it only last 60-90min but almost 4 hours for such a game is just too long. Icons on cards are too small and putting the little roses in the minis is very fiddly. And I don't like the random target cards. Some are very easy and some not. And drawing of them is random. [c] Theme: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Gameplay: :star::star::nostar::nostar::nostar: <!-- size 7]Casting spells over and over again --> Interaction: :star::star::star::star::nostar: <!-- size 7]Deal damage to others, area majority --> Artwork: :star::star::star::star::nostar: <!-- size 7]Nice --> Luck: :star::star::star::nostar::nostar: <!-- size 7]Random card drawing --> Strategy: :star::star::nostar::nostar::nostar: <!-- size 7]Multiple strategies possible --> Components: :star::star::star::star::nostar: <!-- size 7]Nice minis --> Play duration: :star::nostar::nostar::nostar::nostar: <!-- size 7]Holy shit, almost 4 hours --> Easy to teach: :star::star::nostar::nostar::nostar: <!-- size 7]Quite a lot to teach (45min) --> Rules quality: <!-- size 7]not read --> Setup time: :star::star::nostar::nostar::nostar: <!-- size 7]A lot to setup --> No downtime: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Replay value: :star::star::nostar::nostar::nostar: <!-- size 7]Random cards everywhere --> [/c]

  • andycted6.9

    Thought it worse, instead it's pretty intuitive and enjoyable once you play a turn or two. The nastiness of killing someone is actually a minor setback, you just respawn. I feared the chaos and luck would hurt more, but in the end the game is not too bad… if you take it for what it is. A funny royal rumble without much strategy or depth. Otherwise it has a lot of problems: too much AP for strategies that can go up in smoke instantly given the chaos. The game takes too long in minutes, but too little in decision space, since most time is spent in analysing spells, but not much time to play them. Same with the forgotten spells. It's all a very good idea, pushed too far, without elegance and clumsily loaded with everything they could.

اقرأ المراجعات وقيّمها

أسئلة القواعد

إجابات من كتيّب القواعد يقدمها مساعد القواعد في Ludoya.

Do Trap and Protection cards trigger automatically or can I choose when to reveal them?

When you activate a Trap or Protection you place its token face-down; it may only be revealed when its listed trigger condition occurs and the owner may choose whether to reveal and resolve it then — they interrupt the triggering player's action and, once resolved, cannot be used again that turn (see pp.27–28).

If I move and multiple traps from different players could trigger, in which order are they resolved?

All applicable Traps are resolved clockwise starting from the player who will act after you, and if a player has multiple traps they may resolve those in any order they prefer (see FAQ and p.37; traps interrupt the action on p.27).

When can I play my Quick Spell — can I cast it in the middle of a Physical Action or between moves?

The Quick Spell can be played at any time during your own activation, and is allowed in combinations like Physical Action + Quick Spell, but you cannot split a Physical Action (you must complete a movement/action before playing other effects) (see pp.22–23).

How is spell range measured — do I have to target in a straight line?

Range is counted in straight-line room-to-room steps from the room where the spell is cast (0 = starting room); only the special range glyph ignores straight lines and distance, and a mage's starting cell is never selectable (see p.29).

What happens when a mage is defeated — who gets Power Points and who takes the Trophy?

When a mage is defeated place them back in their cell, then award Power Points by damage contribution (most damage gains 4 PP, second 2 PP, others 1 PP, with ties reducing points as described); the player who dealt the killing blow takes the defeated mage's Trophy token (see pp.30–31).

When does a room become destroyed and what happens to Instability tokens and the room's effects?

During Clean Up, if a room's Instability tokens reach its Resistance it becomes Unstable/destroyed: remove all instability tokens, flip the tile to its destroyed side, and award the Activation Token to the mage who placed the most (ties go to the Black Rose); destroyed rooms can't be activated or receive new Instability but you can still move through them and existing spell effects still function (see pp.32, 34).

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معلومات اللعبة (اللاعبون، مدة اللعب، العمر، فريق العمل) مأخوذة من BoardGameGeek.