Chronicles of Drunagor: Age of Darkness

2021 · Exploração

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.

Jogadores
1–5 melhor com 3
Tempo de jogo
120 min
Idade
12+
Complexidade
3,4 / 5
8,4 na Ludoyaa partir de € 97,72DadosJogo de cartasJogo CooperativoLançamento de dadosJogo de cenário / missão / campanha

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Comparar todos os preços na Ludoya
Menor preço, últimos 12 meses€ 97,26 – € 135,00

Usados de membros da Ludoya

  • El Astillero, ES€ 140,00
Ver os anúncios
122
Partidas registradas
36
Jogadores
1h 40m
Partida média
24
Em ludotecas
8
Em listas de desejos
4
Comprado na pré-venda

8,4/10

de 6 avaliações na Ludoya

  • Nicolas Neveu9,0

    +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.

  • 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.

  • Paul Mulski7,2

    The 3D terrain to create varying heights, Doors for hidden or randomly generated rooms, cube resource management for heroes abilities, and Tetris style darkness to create player urgency makes this dungeon crawler a unique experience.

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