
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
Om spillet
- Design
- Publisher
Utvidelser
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All statistikk i Ludoya- 239
- Registrerte spilløkter
- 55
- Spillere
- 2h 50m
- Gjennomsnittlig spilletid
- 78
- I samlinger
- 43
- På ønskelister
- 2
- Forhåndsbestilt
6,5/10
fra 20 anmeldelser på Ludoya
Balleflass5,0 UPDATE: Tried it again, and I found it to be even worse with experience as the battle choices are often very narrow. Yes, even narrower than Gloomhaven. I found it to be just OK, I much prefer KDM and Middara for campaign and KDM and Street Masters for boss fighters. I bought the game mainly because of the battleflow system which seemed very interesting on paper, but fell kind of short in reality. Also, I'm not much of a narrative person as in that I prefer a good book than spending time reading/listening to a story while playing a game, so this was not the correct game for me. Again, I bought it mainly because I love boss battlers and this one seemed to do something original with the battleflow system. I have only played the Witch, Cur, Blade, Warden, Priest, Ranger and Penitent for just 5-6 chapters. The voice actor is great, but the story itself is quite boring IMO as almost nothing of interest happens. The more I played the more I skipped of all the boring unimportant small stuff that happens all over the town so I could enter the actual game part earlier which is the boss fights, which is something I believe this game should have focused more on than the narrative as it is a "board game" and not a "board story". Middara did this right by just providing a few lines of "spark notes" before each encounter to let you just do encounters. Oathsworn also has a "instant action" mode, but that "instant... action" mode is started with a full page of text and basic checks you need to plow through before you get to the fun part. The main reason I sold this is because I felt the battleflow system was subpar and boring. The difference between the cards for each character I played was too little compared to what It could have been. You can only have 7 cards with you into battle, and you start doing the same rhythm all the time as 3-4 cards will often stay stuck in your battleflow waiting to be rotated, so after 1-2 turns you end up only having so few choices at all times for the rest of the battle. Items where OK, but I found the items in Middara and KDM to be way more interesting. + Great artwork + Good voice actor (for the first 2 chapters, stopped listening after that) + Very nice components + Requires less table space than Middara and KDM / Good sized miniatures for painters / The storage is both smart and simple, but too cramped with sleeved cards - Battleflow system was very underwhelming - Card upgrades was very underwhelming (I checked all the upgrades even though I ended at chapter 6). - Each item alone provided too few alterations to make them interesting in my opinion - Too much unnecessary time consuming boring stuff between each encounter - Boring story (up to chapter 2, didn't read/listen past that).
Jan Solo8,5 Excelente juego de combate táctico! Unboxing⇒ https://www.youtube.com/watch?v=wU3yN3PSZxc&list=PLEModrHLwDO-m_MUOo0NMpcLu1z5-K3GA&index=3
Complete
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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