
2017 · Miniaturer
Sword & Sorcery: Immortal Souls
Five legendary heroes return from death as immortal champions to confront a spreading Darkness. Players each control one or more heroes represented by miniatures, dual-sided hero sheets, and customizable decks of powers, equipment and soul resources. A scenario-based campaign drives character growth: heroes gain soul points, unlock new powers, magic and artifacts, and choose between parallel class options on their hero sheet. Enemies are run by an AI activation system that uses encounter draws and enemy-specific behavior cards to create varied, unpredictable turns without a Game Master. Combat and magic use custom D10 dice and a cooldown-based powers system, while death converts a hero into a ghost form able to use a special shout and later resurrect at an altar by spending soul points. The game supports one to five players, modular maps, detailed minis, and scenario play designed for roughly 90-minute sessions.
- Spillere
- 1–5 bedst 2
- Spilletid
- 60–150 min
- Alder
- 13+
- Kompleksitet
- 4,1 / 5
Om spillet
- Udgivere
Udvidelser
Se dem i Ludoya
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Al statistik i Ludoya- 165
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7,5/10
fra 30 anmeldelser på Ludoya
Jan Solo5,0 Decepción, pendiente de echar más partidas. Dungeon Crawler excesivamente complicado pero no por ello más estratégico. Como crawler clásico es de lo mejorcito, pero amo los crawlers más modernos como Gloomhaven o Etherfields que tienen gestión de mano. Las minis personalmente no me gustan y los tableros de jugador tampoco. Para mi gusto falta consistencia en la producción, hay cosas de gran calidad (tableros, p.e.) y otras muy reguleras. Impro-Reseña⇒ https://youtu.be/8QkzmngMTiU
Balleflass5,0 Terrible writing and boring story. Boring class abilities. Somewhat fun equipmemt, but the gameplay gets samey quick.
phoenix40317,2 My Pros&Cons (Retail Version): 5 Players without the need for an overlord. The monster AI really works well and the management is distributed to all players. Game delivers a really good dungeon crawling feeling. Story unfolds during playing a scenario trough events and roadmarks. In the first scenario there might only be two or three options to choose from in an event but the decision making gets deeper and more meaningful as the story goes on. Lots of dice rolling but you almost never really miss an attack just by rolling an X or something like that. Looting treasures and leveling up your characters is fun! Story itself (played 4 of 7 quests so far) is only mildly interesting, mostly common fantasy stuff. Partly unlogical and involuntarily comical. Too much useless tokens! I've never used the tokens for armor, hits, etc. so far. Insert is completely useless as soon as you punch anything out. I find that really infuriating. Just do a well thought-out one or no insert at all! I would have preferred no separation in book of secrets and book of adventures. Just put the paragraphs of the book of secrets behind the scenario they belong to. That way you wouldn't have to constantly look up something in one of three books (rules/adventure/secrets). In the base game are only 5 heroes and a few different types of enemies. More variety in both would have been nice (you can play all heroes on two different sides but that doesn't offer much variety in my opinion. It's basically the heroes's signature move that changes and one or two abilities per hero). My biggest complaint: The rules are waaaaaaaay to fiddly! Man, I have never played another game in my life in which I forgot about more rules than Sword&Sorcery. I wrote a "rules summery" that took me 8 pages (Gloomhaven took me 2 and 2 for the character retirement). I constantly have to look something up either in the rule book or on several different cards. If I want to make an attack for example I have to look on my character sheet, weapon(s) and inventory item(s) and ability cards and I have to remember rules about dominating an area, focus attacks, LoS and being engaged in combat. Than I have to look on at least 2 up to 4 cards to decide what defensive values my target has. Has it resistances? Has it a defense roll? Has it armor or magical armor? Is it knocked down? Has it special defense actions? It gets better the more you play obviously but I guarantee theres always something I forget. This belongs to the point of rule fiddliness which makes it even worse: The card design is very unstructured and overload with text and symbols. Game comes with a reference sheet but that misses some important rules. Despite all the negative aspects I really grew to like this game after several plays. I can't really tell the reasons for this but I really like playing it and think it's a fun game.
Regelspørgsmål
Besvaret ud fra regelbogen af Ludoyas regelassistent.
Skal jeg have sigtelinje for at angribe en fjende, hvis der er en mur, dør eller tåge mellem os?
Ja — angreb, genstande og evner kræver lovlig L.O.S.; vægge, blokerende terræn, ydre flisekanter og nogle figurer kan blokere L.O.S., og sigtbarheden er begrænset til 5 områder (se reglerne for Line of Sight og Fog of War). (p12–13)
Hvis jeg bevæger mig gennem eller forlader et område, der indeholder fjender, får de så frie angreb på mig?
Ja — hver gang du bevæger dig gennem eller forlader et område med fjender, skal du undvige, og hver fjende i det område laver et reaktionsangreb, før du kan bevæge dig væk; den eneste undtagelse er, hvis heltene dominerer det område. (s. 21–22)
Kan jeg afbryde min Bevægelse for at udføre en Kamphandling (angreb) og derefter fortsætte med at bevæge mig?
Nej — medmindre en særlig effekt siger noget andet, kan du ikke afbryde Bevægelse for at udføre Kamp og derefter genoptage Bevægelse, men du må gerne bruge Handlinger eller Frie Handlinger, mens du bevæger dig. (s. 14)
Hvad er forskellen på en Handling og en Fri Handling — hvis jeg bruger Dash (en Handling), kan jeg så stadig angribe i den tur?
En handling (gul) bruger en af dine begrænsede handlingsaktiviteter, mens fri handling (grå) er ubegrænset; Dash er en handling og bruger én handling, men bruger ikke dine kampaktiviteter, så du kan stadig angribe i den tur, hvis du har flere kampaktiviteter tilbage. (p14, p23)
Kan jeg omorganisere eller bytte udstyrte genstande, mens jeg er i kamp med fjender?
Nej — flere handlinger kræver, at du ikke er engageret: Reorganize Equipped Items og Exchange an Item angiver begge, at helten ikke må være engageret i kamp for at bruge dem. (s. 23)
Hvad sker der, når min helt dør — hvordan fungerer Ghost Soul og genoplivning?
Ved død bliver helten en Ghost Soul, mister straks én Soulrank, vender om til Ghost Soul-form, taber sit inventar (ikke udstyrte genstande), og kan kun bruge Ghost Soul-aktiviteter, indtil han genoplives ved en aktiv Shrine ved at bruge Soul Points svarende til heltens nuværende Soulrank. (s. 38–39)
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