Forge War

2015 · Fantasy

Forge War

Die Spieler schlüpfen in die Rolle von Schmieden in einem Königreich, das von Monstern heimgesucht wird, sammeln Erz aus Minen, kaufen Waffenentwürfe und schmieden Waffen für Abenteurer, die sich auf Quests gegen eine um sich ausbreitende Dunkelheit begeben. Die Runden wechseln sich ab zwischen dem Bewegen auf einem Hex-Raster, um die Rohstoffproduktion zu optimieren, einer Marktphase mit Aktionsblockade, in der Waffenpläne und Vorteile erworben werden, und einer Questphase, in der die Spieler Quests zuweisen und nach und nach unterstützen, die im Laufe der Zeit voranschreiten und zusätzliche Ressourcen erfordern können, um ein Scheitern zu vermeiden. Erfolgreiche Quests bringen Erz, Geld und Belohnungen zurück, die die Spieler reinvestieren, um ihren Waffenschmiede-Betrieb auszubauen und aggressive langfristige Investitionsstrategien zu verfolgen.

Spieler
1–4 am besten mit 3
Spielzeit
60–180 Min.
Alter
12+
Komplexität
3,8 / 5
1,8 auf LudoyaWirtschaftMittelalterVariable PhasenreihenfolgeArbeiterplatzierungBewegung auf dem Raster

Über das Spiel

An Ludoyas Tischen

Alle Statistiken in Ludoya
12
Erfasste Partien
17
Spieler
1h
Durchschnittliche Partie
8
In Sammlungen
1
Auf Wunschlisten

1,8/10

aus 2 Ludoya-Rezensionen

  • Evan1,6

    This is a nice idea for a game with a few interesting things going on, but ultimately it seems like it wasn't completely thought out. The general idea is that you play sort of James Bond's "Q" to a roster of unnamed misc hero types. You have to buy quests for them to go on, build their weapons for them, and then build more weapons for them as they manage to lose the weapons they had after each adventure. You do this by playing 'hey that's my fish' in a cleverly designed mining area of the board. To begin with, the graphic design in this game is really award. The quest cards are hard to read, the adventurer tokens and the way you track their equipment and development seem poorly thought out, the quest tracking cubes are the smallest board game component I've ever seen in a game, and I own a number of splotter games. The progress of the round takes you from the top right corner of the board to the lower right to the lower left to the top left. The game is also, clearly too long for the level of interesting things you do on your turn. I don't have a problem with long games, one of my favorite games is the original civilization. For a game to be long, it needs to feel satisfying, like you are really building something, and this game I didn't have enough to think about, especially between turns. Clearly the designer got some feedback about this, but rather than fix the problem he band-aided it with alternate modes. You can play the full game of 18 rounds that's way too long, or you can just play the first 6 rounds which is way too short, or you can play the fast forward mode, which shortcuts out the first 6 rounds, so you just play the last 12. It feels like a chaotic mess. I really think if this game had another year in development it would have been something special, as I love the method of resource gathering, and I like the idea of the game. :nostar: Art, Iconography and components functional :star: Clever or interesting mechanisms :nostar: Reasonably low downtime between turns with mildly AP players :nostar: Multiple plays stay interesting :star: Low or mitigatable luck elements :star::nostar::nostar::nostar::nostar: Raw enjoyment

Rezensionen lesen und bewerten

Spieldaten (Spieler, Spielzeit, Alter, Mitwirkende) von BoardGameGeek.