Forge War

2015 · Fantasy

Forge War

Les joueurs incarnent des forgerons dans un royaume assailli par des monstres. Ils extraient du minerai des mines, achètent des plans d’armes et forgent des armes pour des aventuriers qui partent en quête pour lutter contre les ténèbres qui se répandent. Les manches alternent entre les déplacements sur une grille hexagonale pour optimiser la production de ressources, une phase de marché avec blocage d’actions pour acquérir des plans d’armes et des avantages, et une phase de quête durant laquelle les joueurs assignent des quêtes et les soutiennent progressivement. Celles-ci avancent au fil du temps et peuvent nécessiter des ressources supplémentaires pour éviter l’échec. Les quêtes réussies rapportent du minerai, de l’argent et des récompenses que les joueurs réinvestissent pour développer leur activité de forge d’armes et mettre en œuvre des stratégies d’investissement ambitieuses à long terme.

Joueurs
1–4 idéal à 3
Temps de jeu
60–180 min
Âge
12+
Complexité
3,8 / 5
3,4 sur LudoyaMédiévalIndustrie / fabricationPlateau modulaireGrille hexagonalePlacement d'ouvriers

À propos du jeu

Sur les tables de Ludoya

Toutes les statistiques dans Ludoya
13
Parties enregistrées
20
Joueurs
2h 12m
Partie moyenne
8
Dans des collections
1
Dans des listes de souhaits

3,4/10

sur 2 avis Ludoya

  • Evan3,0

    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. ☆ Art, Iconography and components functional ★ Clever or interesting mechanisms ☆ Reasonably low downtime between turns with mildly AP players ☆ Multiple plays stay interesting ★ Low or mitigatable luck elements ★☆☆☆☆ Raw enjoyment

    Premières impressions · 1 partie

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