仙境戰記

2022 · 奇幻

仙境戰記

玩家将扮演被邀请参加帽匠茶会的派系领袖,彼时仙境正在崩裂,疯狂也正从其居民身上流失。 在桌面上,玩家通过移动和拿取茶点来草拟卡牌,并利用所选内容招募仙境居民、建造高塔、升级自己的领袖,以及收集碎片和区域奖励。当茶盘被清空后,所草拟的部队会在熟悉的仙境地点展开战术战斗;战斗、套装收集、任务以及避开疯狂筹码都会影响结果。每场战斗后,玩家都会回到茶会重新整顿,然后重复这一循环,共进行三轮,最终得分最高的派系获胜。

人数
2–5 最佳 4 人
游戏时长
45–125 分钟
年龄
13+
复杂性
3 / 5
8.4 来自 Ludoya¥954.13 起基于小说轮盘公开选牌可变玩家能力

在 Ludoya 的牌桌上

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387
已记录对局
673
玩家
2h 56m
平均时长
130
收藏数
50
愿望清单数
5
已预购

8.4/10

基于 62 条 Ludoya 评测

  • 乐趣8.0
  • 互动9.0
  • 重玩性8.0
  • 独特性8.0
  • 外观9.0
  • 无障碍6.0
  • gcasasf10.0

    The artwork and the idea behind this game is just incredible.

  • Garfield10.0

    #42 Bag building with area control, I love these mechanisms! Beautiful artwork and components. [c] Theme: ★★☆☆☆ <!-- size 7]It's quite abstract --> Gameplay: ★★★★☆ <!-- size 7]I love to draw chips out of the bag --> Interaction: ★★★★★ <!-- size 7]Area control --> Artwork: ★★★★★ <!-- size 7]Beautiful --> Luck: ★★★★☆ <!-- size 7]Random drawing from your bag --> Strategy: ★★★☆☆ <!-- size 7]With what you fill your bag and area control --> Components: ★★★★★ <!-- size 7]Kickstarter components are amazing --> Play duration: ★☆☆☆☆ <!-- size 7]Wow, we had 3 hours to finish! --> Easy to teach: ★★★☆☆ <!-- size 7]Ok (30min) --> Rules quality: <!-- size 7]not read --> Setup time: <!-- size 7]was not there --> No downtime: ★★★☆☆ <!-- size 7]Little downtime --> Replay value: ★★★★☆ <!-- size 7]Different chips and heroes --> [/c]

  • Angel Acevedo García9.0

    Beautiful looking game with great quality components, lots of fun to play but still has a fair bit of strategic depth. More importantly, it's lots of fun. I don't like how the tame takes a million years to setup, and there should be more ways of mitigating the negative effects of randomness, but still great game

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规则问题

由 Ludoya 的规则助手根据规则书回答。

When I take a Tea Party card, do its effects happen right away or later?

Effects are applied immediately when you take the card — you gain its rewards (and suffer penalties) in any order you choose, and place any Supporters immediately (see p.7–8; FAQ note p.22).

If I draw a Madness chip during a Battle, what exactly happens and can I stop it?

You do not advance on the Battle track, you lose the indicated units, and you place the Madness chip on your Madness track; Madness and busting are always resolved first. You may block a Madness chip by using an active Shield token, which returns the Madness to your bag and flips the Shield (see p.12–13).

How do Jabberwock Poison chips work — do they act like Madness or stay in the bag?

When drawn a Poison chip makes you lose 1 unit and is then returned to the Jabberwock (not to the Madness track); Poison can be blocked with a Shield (if blocked it returns to your bag). The Jabberwock has a limited number of Poison chips (players+2) so they may be unavailable (see p.10; glossary/FAQ p.22).

When does the Tea Party end and what happens to Madness and Shards at that time?

The Tea Party ends once every player has taken 4 Tea Party cards and placed their Leader into a Region; at the end every player gains 1 Madness chip to their bag, the player(s) with the most Shards gain 1 additional Madness chip and then discard half their Shards (rounded up) (see p.7).

Can I place a Wager on a Battle I'm not participating in, and what do I gain or lose?

Yes — if you have no units in a Battle you may place a face-down Wager on the faction you think will win; correct wagers gain any one weak Ally chip, incorrect wagers give you 1 Shard, and wagers have no effect in a tie (see p.12; resolve on p.15).

How are Shard tokens counted in final scoring?

In final scoring you subtract 1 VP for each Shard token you hold (after adding base VP, castles, and quest points) (see p.15).

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游戏信息(人数、游戏时长、年龄、制作人员)来自 BoardGameGeek