Kinfire Chronicles: Night's Fall

2023 · Adventure

Kinfire Chronicles: Night's Fall

Players form a cooperative team of six unique Seekers who defend the city of Din’Lux and venture into the Starless Nights against spreading Darkness. Gameplay alternates between adventuring, tactical battles on a physical map, and city exploration. During adventuring, players resolve objectives by flipping cards from personal decks; in battles, turn order comes from chits drawn from a destiny bag while players play action cards on their turns and boost cards on allies’ turns to modify damage, movement, or redraws. Exploration lets players interact with NPCs, buy items, and upgrade decks between quests. Choices and moral decisions made during quests affect rewards and future options, and failures influence later scenarios rather than ending the campaign outright.

Players
1–4 best 2
Playing time
45–60 min
Age
14+
Complexity
2.7 / 5
7.4 on Ludoyafrom $143.99FantasyRole PlayingSolo / Solitaire GameArea Movement

On Ludoya's tables

Full stats in Ludoya
186
Plays logged
39
Players
1h 22m
Average play
30
In collections
37
On wishlists
2
Pre-ordered

7.4/10

from 12 Ludoya reviews

  • Fun8.0
  • Interaction8.0
  • Replayability8.0
  • Uniqueness8.0
  • Looks10.0
  • Accessibility6.0
  • the-fire-archmage-ninja6.0

    The art is great, the vibes are great, there's an interesting story in the shared world they're building with Kinfire products. Product build is high quality, and they built a great introductory sistem into the game when you read the rules as you play. It's well-built. Unfortunately, for all the production value, as games (including Kinfire Delve), they're kinda average. Specifically for Kinfire Chronicles, there are several design decisions that have prevented me from getting into the game with gusto. The combination of high damage from enemies and an absolutely random initiative turn with way too many tokens (15 tokens for enemies, 15 tokens for players) where you can easily get 3-5 enemy turns straight with no real way to defend yourself, makes it almost guaranteed to lose the game. It becomes a game of pure luck, and that's not great in a long term campaign. Let's put it this way: although the odds of getting a turn is 50%, that rarely happens. If you have an imbalance towards players, the battle is not rewarding and if it's the contrary, it is just unfair, there's no way to be able to resist high damage hits 4 times in a row, specially if a single character death defeats the whole party. It's of no consolation that over an infinite number of plays, you're going to average 50% of wins and losses, when the reality of the game is that no matter your build, the cards you've obtained, how much time you've invested into the game, nothing is going to prevent total party kill every time because of the randomness. Scenarios are too small. They're a series of one-page maps with very little useful movement involved. The maps in a book format hurts the game. Frankly, as a dungeoneering game, there are so many better games. Not as polished as this one for sure, but plain better games. Sword and Sorcery, or Chronicles of Dundragor are leagues ahead of Kinfire Chronicles in gameplay and the feeling of a campaign and character building. There's a great game inside Kinfire Chronicles, but they have to greatly reduce the randomness of the play. House ruling the initiative to accept at most two consecutive turns in either way improves this.

  • Aya_Zholvax9.0

    El lore, l'art, la producció està molt bé. L'experiència ha estat molt bona. Potser hi ha coses que ens deixa a la sort com el torn de jocs, és a dir, potser no tens l'oportunitat de donar-li cops al malvat perquè no surten fitxes de personatge o pots trigar perquè surten el del boss o les fitxes de l'altre. I sobretot... Jugar a 2! A vegades, també pot resultar líos on van les cartes de mercat. Però, en general, nosaltres que hem jugat a pocs jocs d'aquest tipus, ens ho hem passat molt bé i repetiriem.

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

When I have to do a skill check, how do I flip cards and what do white/void cards do?

Flip the number of top cards the check asks for, look at them, then discard them; use the color bar on your Seeker sheet to see which colors are likeliest. White cards are wild and can count as red/green/blue as needed, while void (colorless) cards have no color. (Rulebook 3: Adventuring, p.5)

What happens when I gain an Exhausted card — does it ever hurt me?

Place Exhausted cards in your discard pile; they’re largely useless in combat and remain in your deck until you sleep at an inn. When you discard your hand, suffer 1 damage for each Exhausted card you discard. (Rulebook 3: Adventuring, p.6)

Can I be reduced to 0 health while adventuring (and die)?

No — you cannot drop to 0 health while adventuring; if unavoidable damage would reduce you to 0, you instead are reduced to 1 health. (Rulebook 3: Adventuring, p.6)

How do I prepare and use the Destiny bag and Seeker chits?

Put the two heart, two swirl, and the 1–12 numbered chits into the bag, then add 12 Seeker chits divided evenly among the Seekers you’re playing (e.g., 4 chits each for 3 Seekers). Store any unused Seeker chits in their boxes. (Rulebook 1: Getting Started, pp.8–9)

When do I refill my hand and charge/use my lantern, and what if I run out of cards?

Whenever you discard your hand you draw a new hand and charge your lantern (flip the lantern to the charged side), and a charged lantern may be used like an action card; refill also happens before extra actions granted by cards. If your deck is empty when drawing, shuffle your discard to form a new deck; only if both deck and discard are empty can you not draw. (Rulebook 2: Combat, pp.12–13)

What limits apply when customizing my Seeker deck in town (deck size, kinfire, instant cards)?

Your Seeker deck must be 18 cards (9 actions plus their 9 linked boosts), must meet the color counts on your Seeker sheet, and unique Seeker cards are restricted to that Seeker. You may add cards with kinfire cost only up to the number of kinfire tokens you have, and your deck may contain no more than three instant action cards. (Rulebook 4: Town Exploration, pp.4–5)

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Score sheets and play helpers

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Game facts (players, playing time, age, credits) from BoardGameGeek.