Oathsworn: Into the Deepwood

2022 · Kamp

Oathsworn: Into the Deepwood

Players take on a band of hardened fighters exploring the Deepwood and confronting unnatural horrors threatening humanity. Sessions follow a branching, multi-path game book that guides narrative choices toward scripted, multi‑phase boss encounters on a tactical board where AI‑driven monsters react to player actions. Characters level up, acquire loot, and recruit allies over a legacy campaign while combat uses exploding dice and a euro‑style cooldown ‘Battleflow’ system, forcing decisions between riskier, higher‑reward attacks and more controlled actions.

Spillere
1–4 best 4
Spilletid
30–90 min
Alder
14+
Kompleksitet
3,7 / 5
7,5 på Ludoyafra 2 271,22 krFantasyKortspillKooperativt spillVarierende spillerkrefterBygging av kortstokk, pose og pulje

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246
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62
Spillere
2h 51m
Gjennomsnittlig spilletid
79
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45
På ønskelister
2
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7,5/10

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Regelspørsmål

Besvart fra regelboka av Ludoyas regelassistent.

Do companions count as full characters for setup, items and actions?

Companions are handled differently from full characters: setup, starting items and many character-specific trackers are only for full characters, while companions use their simplified companion setup and limited actions; see pages 6–7 for the differences and setup steps (pages 6–7).

How do we place maps, Location Tokens and move the Free Company — do we follow the app or the story book?

You follow the Story Book or the companion app instructions for placing maps and Location Tokens, then move your Free Company along the path using Path Cards as directed by the current story entry (page 10).

What happens when we pick up items — where do equipped items vs backpack items go, and what if we run out of item cards?

Items you equip go to your character’s equipment slots while extras go into your backpack up to its limit; the rules cover equipping, backpack limits and what to do when items are exhausted in the Event/Item setup (page 12).

How do Checks, Criticals and redraws work, and what is a Secret Decision?

Checks resolve by drawing cards and comparing results with levels of success and critical outcomes; certain results allow redraws per the check rules, and Secret Decisions are simultaneous hidden choices resolved according to the check procedure (page 14).

How does combat resolution interact with Might cards, losing HP, and Permanent tokens?

Combat is resolved by drawing combat cards and applying Might cards and results to deal damage or effects; losing Hit Points, applying Permanent Tokens and spending or gaining Might are governed by the combat and damage rules (pages 13 and 15).

How does the Time Track work and when do Event Cards trigger?

Place Location/Time tokens on the Time Track as the story directs; each type of track effect is resolved when its token is reached and Event Cards are drawn or resolved according to the track’s instructions (page 11).

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