Vast: The Crystal Caverns

2016 · Printen en spelen

Vast: The Crystal Caverns

A highly asymmetric dungeon crawl in which each player controls a distinct faction with unique goals and mechanics. One player mans the solitary Knight exploring the caverns, another commands a horde of Goblins, a third may embody the sluggish, treasure-guarding Dragon, and a fourth takes the role of the Cave itself, manipulating tunnels and hazards. Players move miniatures, manage resources and abilities specific to their role, and pursue different victory conditions that can conflict or intersect. Encounters with monsters, environmental effects from malevolent crystals, and tactical combat shape play, producing different dynamics and strategies depending on the combination of roles at the table.

Spelers
1–5 best met 4
Speeltijd
75–150 min
Leeftijd
10+
Complexiteit
3,6 / 5
5,8 op Ludoyavanaf € 74,99FantasieAvontuurBeweging op rasterOphalen en afleverenGeheime inzet van eenheden

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96
Vastgelegde speelsessies
168
Spelers
2h 18m
Gemiddeld potje
68
In collecties
14
Op verlanglijsten

5,8/10

uit 14 Ludoya-recensies

  • Jorge S9,0

    No es un juego para todo tipo de jugón, pero si encaja en tu grupo será de una de las mejores compras por su rejugabilidad. Cada partida es distinta y puede cambiar si se van rotando roles. Entiendo que haya gente a la que se le haga bola, pero merece la pena. No saldrá nunca de mi colección.

  • Josu Txasko10,0

    Si los asimétricos se te hacen bola, empieza con éste. Si consigues terminar, no habrá juego que se te resista. Si quieres ser la cueva, ya has ganado la partida.

  • Evan2,5

    This game is so asymmetric that each player is basically playing a completely different game, where ultimately their goal is to keep the next player in the chain of mechanisms in-check. It's fragile, where if one player does their job poorly, then the player they were designed to stop runs away with it. The theme is silly, and I really enjoy the idea of the game, although in practice, explaining different mechanisms to each player before playing is too much downtime during setup, and ultimately the experience of play isn't rewarding enough to justify the work. ★ 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

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