Tainted Grail: The Fall of Avalon

2019 · Kamp

Tainted Grail: The Fall of Avalon

Explore a dark reimagining of Arthurian and Celtic myth where the land slowly succumbs to a spreading Wyrdness. Players control individual characters who develop along conflicting traits (Brutality vs Empathy, Practicality vs Spirituality), build custom decks of abilities, and face dozens of combat and non-combat encounters resolved by a dice-less system. Survival is a core concern: starvation, sickness, weather and failing Guardian Menhirs create logistical challenges and force difficult, consequential choices. The game emphasizes branching narrative and persistent world changes, with locations, characters and secrets that reveal new layers across multiple playthroughs.

Spelare
1–4 bäst 1
Speltid
60–120 min
Ålder
14+
Komplexitet
3,4 / 5
7,5 på Ludoyafrån 949,00 krMedeltidaUtforskningScenario / Uppdrag / KampanjspelKampanj / StridskortsdrivenTärningskast

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2h 25m
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Förbeställda

7,5/10

från 61 recensioner på Ludoya

  • Kul10,0
  • Interaktion6,0
  • Omspelbarhet6,0
  • Originalitet10,0
  • Utseende10,0
  • Tillgänglighet6,0
  • Jan Solo8,0

    Increíble juego narrativo y con más gestión de la que parece. Comienzas muy ahogado pero va creciendo muy bien. Recomendable subir con 3XP en lugar de con 2XP (más dificil) y si juegas en solitario mejor con 2 personajes. Con alguna regla casera más se convierte en un juegazo brutal (para mi gusto de eurogamer).

  • the-fire-archmage-ninja7,0

    Fun collaborative narrative game. Some things prevent it reaching greatness: - too grindy. The menhir mechanic is not fun and distracts from enjoying the adventure. - a character can get ahead of other characters very fast depending on where they go, and suck the air from the other players. Not fun.

  • Mestremuten8,0

    Rating: 3/5 Production value: 4/4 Is the game in my collection/Love to have?: 1/1

Läs recensionerna och betygsätt det

Regelfrågor

Besvarat ur regelboken av Ludoyas regelassistent.

What exactly happens when my character dies or goes insane—do we lose the campaign or is there a group rule?

When a character dies or goes insane you follow the death & insanity procedures including cooperative death rules and any Allmother’s Mercy effects; the group resolution steps and card removal are described in the Death & Insanity section (p. 13).

How do Menhirs and wyrdness work—when do I Inspect or activate a Menhir?

Menhirs are managed with the Menhir dial and can be inspected or activated during play; wyrdness and Menhir activation rules (including when to inspect and their effects) are covered in the World setup and Menhirs sections (pp. 7, 11).

How does combat actually play with cards—when do I check for victory and what are Keys?

Combat is played in a sequence of combat turns using combat cards; you resolve card abilities, triggers and the Combat Pool then perform the Victory Check when required, and Keys are the connections/costs that link cards and abilities (see pp. 14–16).

What's the deal with Terror, Panic, and the survival tracks—how do they affect my actions?

Energy, Health and Terror are the survival tracks you must manage; reaching Terror thresholds can cause Panic and related penalties, which are explained alongside survival track rules and Panic mechanics (pp. 10, 16).

When I explore a location, when do I draw Encounter cards and how do Guardians work?

During Explore you reveal the appropriate Encounter cards for that location type and resolve them (regular and special Guardian encounters are described, including encounter deck setup and types); see the Explore/Encounter and Guardians sections (pp. 8, 12).

How is Diplomacy different from Combat, and can I avoid or escape diplomatic conflicts?

Diplomacy uses a distinct turn flow with Affinity checks, different card keys/abilities and response rules, and includes explicit rules for escaping versus avoiding encounters; the full Diplomacy turn sequence and related rules are on pp. 18–21.

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