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Chris Bowler
United Kingdom
Stockport
England
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Hey guys, I'm back with another Unboxed review as posted on my Blog http://unboxedbgb.blogspot.com/. Usually I try and edit the posts here to not include references about what is coming up on the blog or has been up previously, but that was a little difficult with this one as you'll see when you read it.

"Ok, so earlier this year I started researching games for my Birthday, mainly using Tom Vasel and The Dice Tower as a resource. After much weighing up of options and switching things around I managed to work out what I felt was the perfect mix of presents for Birthday and Christmas and I was really happy that I managed to squeeze both Seafarers and Runebound into my budget.

However after buying everything and wrapping it up, (I know very sad) I began to read more reviews on Board Game Geek. I could find very few people who enjoy this game with four or more (there are potentially five people in my family who would be playing) and I began to worry. This, coupled with the fact that my family can occasionally suffer from analysis paralysis, left me feeling terrified that this game would be more torturous than our nightly outings in the world of Talisman.

So now we’ve played twice… I’ll tell you how that went a little later on… but first, lets take a look at the concept.

Fantasy Adventure

So I bought Runebound because I love fantasy, in particular D&D, but most of the fantasy boardgames we own are from my own childhood and are now either too dated or too simplistic for me to enjoy. To give you an example we own Dark World, Heroquest and Dungeon. I hoped that Runebound would offer a more strategic fantasy quest that would satisfy my appetite, without excluding the members of my family that cannot comprehend complex rules.

So Runebound is a fantasy adventure where you take control of an ambiguously heroic character and attempt to stop Vorakesh from resurrecting the Dragon Margath. Each turn is like a session in D&D, while the game as a whole is comparable to a campaign.

Gameplay

The game, I think, is pretty simple. In fact I didn’t bother to explain the rules for the first game and just supplied the relevant information as we went through. Each character, monster and ally in the game has the same statistics, so once you can read one card you can read any of them. These statistics are Mind, Body and Spirit, however, as can be a little confusing, these also double up as Ranged, Melee and Magic combat. Each hero and ally also has stamina. As you power abilities or fail skill tests you will take exhaustion, if you have more exhaustion than stamina then you will start to take wound damage instead. All heroes, monsters and allies, have a number of wounds, if they take wounds equal to or exceeding their total they die, or are knocked out in the case of heroes.

The object of the game is to move about the board defeating challenges until you are powerful enough to defeat 3 dragon lords or Margath himself. You move by rolling 5 custom dice with different terrain symbols on them. If you or an ally is wounded you roll only 4 dice. The challenges themselves are colour coded based on how difficult they are. Green is easiest, followed by yellow, blue and then red.

Each deck of adventure cards contains 3 types of cards. Events, these effect everyone. Encounters, these are generally quests your hero can undertake, most give benefits for success, but some give a penalty for failure. And Challenges, these are monsters, sometimes with a skill challenge proceeding them. On your turn, if you end your turn on the same space as an adventure counter, you draw cards from the correct deck and resolve them until you resolve a challenge, then play passes to the next player.

You also have the option of visiting towns to get healed and buying items.

Combat in the game is pretty straight forward. You begin by resolving any “Before Combat” effects the challenge has, then any “Before Combat” abilities your heroes or allies wish to use. Then combat ensues. There are three phases to each combat round. Each challenge has a mind, body and spirit result. You roll 2 ten sided dice and add your appropriate stat in each phase, if you beat the challenge number for that phase you either defend or inflict damage, depending on whether you were defending or attacking in that phase. You may only attack in one of the three phases, so you must defend in the other two. Once you inflict enough damage you defeat the challenge and take the experience points for it. Experience points can then be exchanged for bonuses to mind, body, spirit, stamina or wounds.

Repeat until you defeat three dragon lords or Margath.

Important Erratum

So far we’ve played twice and it wasn’t until after the second game that I thought to check the FAQ. Had I done so before the second game, I don’t think it would have been abandoned!

After your hero is knocked out, despite what it says in the rulebook, you do not lose all your unspent experience points.

A Long Trek in the Wilderness

So, what did I think of the game? Well, technically I haven’t actually played it. In both games that were played I acted as a living rulebook, playing on my little brothers team to help him, but I still think I got enough of a feel for the game to pass judgement.

Firstly, it is long… too long! Our first game was over four hours but the second game ran to nearly six before it was abandoned (more on that next week). Depending on what you want from a game, I don't think this is a bad thing, but the way we play games as a family, it was just too long. However, there are ways to fix the length, check back next week to see what I intend to try.

The game itself is enjoyable. I like the way the dice work, how you can opt to not roll to automatically move to the next square or roll fewer dice to recover your stamina. Combat is interesting because, unlike, for example, Talisman you can’t just boost one stat and hope because, in each fight, you have to fight in Ranged, Melee and Magic. I really like the event cards and how they affect the entire kingdom. I also like the encounters and the way they give you quests to make your travelling a little less aimless.

There a couple of things I didn’t like. The spread of monsters seems limited. I think, because there is no difference between which cards you draw in the mountains and the plains and forests I would have preferred a more diverse group of enemies, rather than just ferrox, undead and dragons. I realise that this is why there are so many expansions, but I just wish the core set had more variety. Also the gap in difficulty between the yellow cards and the blue cards seems too big, but that’s a minor gripe.

I have read a lot of complaints about things in Runebound. The characters for one thing. I personally have nothing against them, the art is nice, the cards are a good enough size, all the information is on them and they feel balanced and varied to me. However the major complaint people seem to have about this game is the fact that there is little interaction between players. To me this didn’t seem to be a problem. We play games as a family and there was plenty of chatter as we played and for the first few hours everyone was having fun. The game is certainly affected by having other players involved, as encounter gems disappear quickly and you are forced travel further a field.

Unboxed

The core game of Runebound contains:

12 Hero Cards
84 Adventure Cards (35 green, 25 yellow, 16 blue, 8 red)
84 Market Cards (29 Allies, 55 Items)
12 Plastic Heroes
60 Wound Counters
54 Exhaustion Counters
58 Adventure Counters (22 green, 16 yellow, 11 blue, 9 red)
60 Experience Counters
6 Undefeated Challenge Counters
50 Gold Counters (28 one-gold, 12 five-gold, 10 ten-gold)
8 Doom Counters
2 Ten-sided Dice
5 Movement Dice
1 Game Board
1 Rulebook

This is a reasonable amount of stuff, although I find it odd that the market deck is the same size as the adventure deck. I feel it could have been smaller with a more varied selection of adventure cards. The tokens are, as always, wonderful, thick, colourful and practical. The heroes are woefully poor when compared with other games, but as a miniature gamer maybe I’m just picky. The dice are great too, really nicely designed, but they are a little big, but that’s nothing major. The board is beautiful and small enough to fit on most tables, with places for all the cards printed on it. The cards, too, are nice and thick, with great art and simple, easy to understand text that tells a great story.

Conclusion

Despite all the bad things and the second game being abandoned, which I will talk about next week, I really like this game and I can see a huge amount of potential in it. The components live up to FFG’s high standard. The amount of support this game has been given, in the form of expansions, is superb. The theme is great and I really enjoyed just watching the game unfold, can’t wait until everyone is comfortable enough with the rules for me to actually join in.

Next week I’ll be Rambling about what rules changes I intend to implement to speed the game up and what it was that went so disastrously wrong to cause the second game to be abandoned. Check back soon and until then, keep on gaming!"

As a final request, sorry to make this review even longer, but I'm hoping to add one or two expansion packs to the game by Christmas. Firstly I have limited them by price to just the cheapest expansions as they will be stocking fillers. I think I want to expand the challenge decks so I have a choice between The Dark Forest and Traps and Terrors. If I have enough money left I might also pick up a market deck expansion from the following: Weapons of Legend, Rituals and Runes, Relics of Legend or Artefacts and Allies.

So my question is, if you had to choose, which would it be?

Thanks in advance

Chris

Last edited on 2009-11-18 20:24:41 CST (Total Number of Edits: 1)
Geoff
United States
Austin
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The Duke BGG wrote:
. . .I think I want to expand the challenge decks so I have a choice between The Dark Forest and Traps and Terrors. If I have enough money left I might also pick up a market deck expansion from the following: Weapons of Legend, Rituals and Runes, Relics of Legend or Artefacts and Allies. . . .


I've got the Dark Forest, and I enjoy playing with it. It adds some pretty difficult enemies and interesting flavor to the challenge decks. I can't comment on Traps and Terrors, though.

Of the market deck expansions you mention, I've got Rituals and Runes and Artifacts and Allies. I would strongly recommend Artifacts and Allies out of the two. I don't even have the rituals in my market deck, because they take so long to activate that I just never buy them (or activate them when I have bought one). Artifacts and Allies adds some powerful and nifty things to the deck. I'm glad I've got it.
Bruno
Ireland
Galway
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One thing we do to speed up the game (it's only 2 players but is still long enough) is to start with 5 gold, and set level increase at 4XP rather than 5. We also play with the 'shops' variant: separate market deck in weaponsmith (weapons) armoursmith (armours) magic shop (runes, artifacts) and tavern (allies). At market phase, one card from a random shop is added to the market stack of the town, and the player chooses to visit either one of the shops (draw 3 cards of it, buy whatever you want from the 3, put the rest back into the shop's deck) or the market (buy whatever you want from the town market stack).
Carlos Saldanha
Portugal
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I'm getting them all 'till the end of the year! :p

There are 3 types of card expansions, the Adventure, the Challenge and the Item.

Adventure will give you alternative rules and gameplay, so it's sort of mini-game in the game itself. I like playing Cataclysm since is sort of unique, also is the Cult of the Rune.

Challenge provides a boost into the encounters you'll get. This comes handy when you're getting to know the creatures names and their effects. Traps and Terrors are great, Beasts and Bandits are also cool and Terrors of the Tomb is OK. The Drakes and Dragonspawns and others are rather ok.

Item provides you new items and stuff to put into the Market Deck. I guess this is the least you want to buy, and once you got some you'll have to house-rule it with some of the charts in the Download area to be more playable.

You can also add a Box Expansion. This is great to bring more heroes into the game and new maps. I still have to try Midnight and Sands, but Island of the Dread is my fav along with Frozen Wastes!

If you want more interactivity and depth add a couple of Class Deck Expansions. I got loads of fun with this ones because you build "mana" to then give nasty cards to your opponent, as curses or creatures to kill. I've lost a game I thought I would won because one of this Class Decks cards!

This is my fav game! I have loads of expansions and will have the last ones in the end of the month, and finally be a happy nerd!! :D
Chris Bowler
United Kingdom
Stockport
England
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Quote:
EDIT: Carlos' post below reminded me that the "adventure" expansions I am talking about are actually called "challenge deck" expansions. It may be clear from the context was I was talking about, but I thought I should make the correction because the "adventure" expansions are something else altogether. :blush:


No worries, it made perfect sense to me! I totally agree with you that maybe both Traps and Terrors and Dark Forest is the way to go, if I buy two. Thanks guys for the responses.
toby
United States
Minneapolis
Minnesota
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The Duke BGG wrote:

Important Erratum

So far we’ve played twice and it wasn’t until after the second game that I thought to check the FAQ. Had I done so before the second game, I don’t think it would have been abandoned!

After your hero is knocked out, despite what it says in the rulebook, you do not lose all your unspent experience points.


The first game of Runebound I ever played we didn't know that either. We liked it, but could not BELIEVE how long it took. Applying the FAQ rule re: XP wipeage upon knockout dramatically altered the pace of the game, even more than you might initially think as it eliminated the impetus to stay with the easiest possible challenges once you had 3 or 4 XP so as to "protect" those XP. Still, I think it's best as a solitaire game with Mr. Skeletor's ruleset. Multi-player you've gotta lower the level-up XP or start with more gold and draw more market cards to get there before minds and bodies start to wander.
Chris Bowler
United Kingdom
Stockport
England
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Well with 7 games under our belt (5 using these rules http://www.boardgamegeek.com/filepage/24473) and we now have the game down to around 2 hours with 3 players and we're really enjoying it.

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