Chronicles of Drunagor: Age of Darkness

2021 · Fantastyka

Chronicles of Drunagor: Age of Darkness

A cooperative fantasy dungeon crawler in which one to five players control heroes exploring modular 3D scenarios and advancing through a linked campaign or standalone adventures. Players take turns according to an initiative track that cycles heroes, monsters and a darkness activation; on a hero turn a character moves up to three spaces and spends action cubes to trigger abilities, while monsters follow scripted targeting and attack rules and the darkness phase adds tokens from a bag to drive scenario effects. Each scenario has its own setup, objectives and special darkness rules, and choices made during exploration—interacting with terrain, searching for secret passages or opening chests—alter how the adventure proceeds. The game ends when the scenario objectives are met or a hero is killed or corrupted.

Gracze
1–5 najlepiej w 3
Czas gry
120 min
Wiek
12+
Złożoność
3,4 / 5
7,8 w Ludoyaod 441,13 złGra karcianaMiniaturyGra kooperacyjnaPlansza modułowaRzucanie kości

Przy stołach Ludoya

Pełne statystyki w Ludoya
128
Zapisane rozgrywki
45
Gracze
1h 53m
Średnia rozgrywka
28
W kolekcjach
8
Na listach życzeń
3
Zamówione w przedsprzedaży

7,8/10

z 7 recenzji w Ludoya

  • Nicolas Neveu8,0

    +Awakenings (Backer's Campaign) +Apocalypse +Desert of Helscar +Rise of the Undead Dragon +Spoils of War +The Shadow World +Monster Pack +Ruin of Luccanor +Build your own dungeon +Darkness Dice set +Update Pack +Hero Trayz +Lordwrath +Handuriel +Metal Initiative Marker +Companions and Furniture? Notes: Updated to second edition with update pack.

    Pierwsze wrażenia · 2 rozgrywki

  • Francisco Hidalgo9,3

    Diversión 5/5 · Interacción 5/5 · Atractivo 5/5 · Originalidad 4/5 · Rejugabilidad 3/5 · Accesibilidad 5/5

    Pierwsze wrażenia · 1 rozgrywka

  • the-fire-archmage-ninja9,0

    Absolutely fantastic game. Complex enough to be a fun dungeoneering game but not overwhelming. Has a lot of characters and classes. Several points avoid perfection: - The plastic elevation bases for the map tiles. They're fragile, and they don't bring that much compared to the hassle of using them. Frankly, I would prefer a flat map, with elevation inferred by the terrain. Like Sword and Sorcery does. By the nature of how maps are composed, they're forced to be small and complicates adding tiles to the map. - The encroaching darkness. It's not that fun of a mechanic. I would have preferred enemies to be more difficult not to be on the run constantly. It feels like a dungeon rush. It may seem harsh as this is what distinguishes this game from sword and sorcery, but the playable mechanics of the characters compensate for it.

    Zagrane 7 razy

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