
2017 · 战斗
Sword & Sorcery: 不朽之魂
Five legendary heroes return from death as immortal champions to confront a spreading Darkness. Players each control one or more heroes represented by miniatures, dual-sided hero sheets, and customizable decks of powers, equipment and soul resources. A scenario-based campaign drives character growth: heroes gain soul points, unlock new powers, magic and artifacts, and choose between parallel class options on their hero sheet. Enemies are run by an AI activation system that uses encounter draws and enemy-specific behavior cards to create varied, unpredictable turns without a Game Master. Combat and magic use custom D10 dice and a cooldown-based powers system, while death converts a hero into a ghost form able to use a special shout and later resurrect at an altar by spending soul points. The game supports one to five players, modular maps, detailed minis, and scenario play designed for roughly 90-minute sessions.
- 人数
- 1–5 最佳 2 人
- 游戏时长
- 60–150 分钟
- 年龄
- 13+
- 复杂性
- 4.1 / 5
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在 Ludoya 中查看完整统计- 165
- 已记录对局
- 87
- 玩家
- 2h 7m
- 平均时长
- 62
- 收藏数
- 14
- 愿望清单数
- 1
- 已预购
7.5/10
基于 30 条 Ludoya 评测
Jan Solo5.0 Decepción, pendiente de echar más partidas. Dungeon Crawler excesivamente complicado pero no por ello más estratégico. Como crawler clásico es de lo mejorcito, pero amo los crawlers más modernos como Gloomhaven o Etherfields que tienen gestión de mano. Las minis personalmente no me gustan y los tableros de jugador tampoco. Para mi gusto falta consistencia en la producción, hay cosas de gran calidad (tableros, p.e.) y otras muy reguleras. Impro-Reseña⇒ https://youtu.be/8QkzmngMTiU
Balleflass5.0 Terrible writing and boring story. Boring class abilities. Somewhat fun equipmemt, but the gameplay gets samey quick.
phoenix40317.2 My Pros&Cons (Retail Version): 5 Players without the need for an overlord. The monster AI really works well and the management is distributed to all players. Game delivers a really good dungeon crawling feeling. Story unfolds during playing a scenario trough events and roadmarks. In the first scenario there might only be two or three options to choose from in an event but the decision making gets deeper and more meaningful as the story goes on. Lots of dice rolling but you almost never really miss an attack just by rolling an X or something like that. Looting treasures and leveling up your characters is fun! Story itself (played 4 of 7 quests so far) is only mildly interesting, mostly common fantasy stuff. Partly unlogical and involuntarily comical. Too much useless tokens! I've never used the tokens for armor, hits, etc. so far. Insert is completely useless as soon as you punch anything out. I find that really infuriating. Just do a well thought-out one or no insert at all! I would have preferred no separation in book of secrets and book of adventures. Just put the paragraphs of the book of secrets behind the scenario they belong to. That way you wouldn't have to constantly look up something in one of three books (rules/adventure/secrets). In the base game are only 5 heroes and a few different types of enemies. More variety in both would have been nice (you can play all heroes on two different sides but that doesn't offer much variety in my opinion. It's basically the heroes's signature move that changes and one or two abilities per hero). My biggest complaint: The rules are waaaaaaaay to fiddly! Man, I have never played another game in my life in which I forgot about more rules than Sword&Sorcery. I wrote a "rules summery" that took me 8 pages (Gloomhaven took me 2 and 2 for the character retirement). I constantly have to look something up either in the rule book or on several different cards. If I want to make an attack for example I have to look on my character sheet, weapon(s) and inventory item(s) and ability cards and I have to remember rules about dominating an area, focus attacks, LoS and being engaged in combat. Than I have to look on at least 2 up to 4 cards to decide what defensive values my target has. Has it resistances? Has it a defense roll? Has it armor or magical armor? Is it knocked down? Has it special defense actions? It gets better the more you play obviously but I guarantee theres always something I forget. This belongs to the point of rule fiddliness which makes it even worse: The card design is very unstructured and overload with text and symbols. Game comes with a reference sheet but that misses some important rules. Despite all the negative aspects I really grew to like this game after several plays. I can't really tell the reasons for this but I really like playing it and think it's a fun game.
规则问题
由 Ludoya 的规则助手根据规则书回答。
如果我们之间有墙、门或雾,我还需要视线才能攻击敌人吗?
是的——攻击、物品和能力都需要合法的视线(L.O.S.);墙、阻挡地形、地图板块外边缘,以及某些角色模型都可以阻挡视线,而且视野限制为 5 个区域(见《视线》规则和《战争迷雾》)。(p12–13)
如果我穿过或离开一个有敌人的区域,他们会对我进行免费攻击吗?
是的——只要你穿过有敌人的区域,或者离开有敌人的区域,就必须进行闪避,而且该区域里的每个敌人都会在你移动出去之前发动一次反应攻击;唯一的例外是英雄们正在压制那个区域的时候。(p21–22)
我可以中断我的移动来进行一次战斗行动(攻击),然后再继续移动吗?
不行——除非某个特殊效果另有说明,否则你不能为了进行战斗而中断移动,然后再继续移动;不过,在移动过程中你可以使用动作或自由动作。(p14)
行动(Action)和自由行动(Free Action)有什么区别——如果我使用 Dash(一个行动),我那回合还能攻击吗?
一个行动(黄色)会消耗你有限的行动次数之一,而自由行动(灰色)则不受限制;冲刺(Dash)属于行动,会使用一次行动,但不会消耗你的战斗次数,所以如果你还有剩余的战斗次数,那一回合你仍然可以攻击。(p14, p23)
我在和敌人交战时,可以重新整理或交换已装备的物品吗?
不——有好几个行动都要求你处于“未交战”状态:重新整理已装备物品和交换物品都明确规定,英雄必须未处于战斗交战中才能使用它们。(第23页)
当我的英雄死亡时会发生什么——幽魂之魂和复活是怎么运作的?
英雄死亡后会变成幽魂之魂,立即失去1点灵魂阶级,翻面至幽魂之魂形态,丢弃背包中的物品(不包括已装备物品),并且在于一座激活的神龛处花费等于该英雄当前灵魂阶级的灵魂点数复活之前,只能进行幽魂之魂行动。(p38–39)
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用 Ludoya 玩 Sword & Sorcery: 不朽之魂
游戏信息(人数、游戏时长、年龄、制作人员)来自 BoardGameGeek。



















