霜港迷城

2022 · 战斗

霜港迷城

Players lead a band of mercenaries sent to a struggling northern outpost and work to restore and expand the settlement over a large, branching campaign. Sessions use tactical, card-driven combat against new enemy types from the frozen wastes while characters gain experience, unlock abilities, and craft equipment from scarce resources. The game adds scenario-based mysteries, seasonal events, and decisions about which buildings to construct in the village, each unlocking new actions and progression paths. Characters and gear can integrate with the designer’s earlier system, but resource scarcity and a crafting economy change how items are acquired and used.

人数
1–4 最佳 3 人
游戏时长
90–180 分钟
年龄
14+
复杂性
4.4 / 5
8.7 来自 Ludoya¥1,496.72 起冒险探索战役 / 以战斗卡为驱动模块化棋盘牌组构建

在 Ludoya 的牌桌上

在 Ludoya 中查看完整统计
953
已记录对局
103
玩家
2h 4m
平均时长
139
收藏数
29
愿望清单数
4
已预购

8.7/10

基于 31 条 Ludoya 评测

  • 乐趣10.0
  • 互动9.3
  • 重玩性8.6
  • 独特性10.0
  • 外观9.6
  • 无障碍8.2
  • Brutal5.5

    A longer version of Gloomhaven. I think it fixes minor problems of the original game but is essentially more of the same. If you like the system you will love it; if you aren't sure, test JOTL that is cheaper and shorter

  • Jan Solo7.5

    Un Gloomhaven mejorando en ciertos aspectos. Excelentes nuevas razas y una fase de Outpost entre escenarios que da más sentido a la progresión de la campaña, aunque a costa de tener que invertir algo más de tiempo.

  • Professor Mompi10.0

    La versió millorada del joc de la meva vida, només puc caure en elogis. OUTSTANDING!

阅读评测并打分

规则问题

由 Ludoya 的规则助手根据规则书回答。

Do I play the top and bottom halves of my two chosen ability cards in one turn, or how does that work?

You secretly choose two ability cards; on your turn you perform the top action of one card and the bottom action of the other (you cannot do two tops or two bottoms), and you may perform either action first. (pp. 18, 20, 34)

What happens when I short or long rest — which cards are lost and how does exhaustion work?

Short rest (end of round): lose one random card from your discard and return the rest to your hand (you may suffer 1 damage once to keep a specific card); long rest (during card selection): lose one card of your choice from discard, return the rest, optionally Heal 2 and recover spent items; you become exhausted (removed from the scenario and place all cards in your lost pile) if you hit 0 HP or lack at least two cards to play/rest. (p. 38)

When are attack modifier cards drawn and how do advantage/disadvantage work?

After applying all attack bonuses/penalties you draw an attack modifier card for each target and apply its modifier and any added effects before shields and ward; advantage means draw two modifiers and use the better (handling rolling modifiers as specified), disadvantage means draw two and use the worse, and a ranged attack against an adjacent enemy automatically has disadvantage. (pp. 25–27)

What blocks line-of-sight and can I count range through obstacles or around corners?

Line-of-sight is blocked only by wall lines and closed doors — a clear line must be drawable from any part of the attacker’s hex to any part of the target hex; range cannot be counted through walls but can be counted through obstacles, figures, and other terrain. (pp. 21, 13–14)

How do summons work — who controls them and when do they act?

Character summons are placed adjacent to the summoner, use the summoner’s attack modifier deck but follow automated monster rules (they are not directly controlled by the summoner), take their turn immediately before their summoner in initiative order, and do not act in the round they are summoned. (p. 31)

How are initiative ties resolved?

If characters tie, compare the initiative values of their second played cards to break the tie; if still tied (or in other tied cases) the party decides the order, and if a character ties a monster set the character acts first. (p. 19)

打开 Ludoya 的规则助手,它会阅读这款游戏的规则书。

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游戏信息(人数、游戏时长、年龄、制作人员)来自 BoardGameGeek