I need to
start this with a warning to any dragon lovers out there. If you intend to play
this game, be prepared to get completely and utterly distracted from the other
players' attempt to teach you the rules of this game - as you will pretend to fly the dragon figure
across the board map, have it land in the pile of golden coins, making Hobbit references the whole time. Legends of Andor is a visually stunning game that makes you want it to be a great playing experience
before you as much as glance at the rules. I'm not kidding, it's absolutely gorgeous.
I should
mention that I have only played the tutorial scenario for this game, and
thereby cannot give a clear indicator of what the game is actually like. It's
a co-operative fantasy game, where players take on the roles of up to four
heroes, each with their own special ability. The game comes with different
scenarios to choose from, which have a set of story cards marked with letters
to indicate which game round they come into play. These cards can depict
anything from arising dangers, like enemies showing up in certain areas of the
board (specified by race and the number tile they appear on) or forests
burning; to added difficulty like the removal of certain wells or bridges; to new
tasks like having to deliver a scroll to a specific area before a certain round
completes.
Game rounds
are depicted as days in the game,
where players are able to move and/or take actions depending on how many hours they have left. All daytime hours are free to use, but night time hours cost willpower. If players engage
in battle with an enemy (whether it's a solo or co-operative battle), the enemy
will only sustain damage for as long as the player fights it - meaning the
player will have to kill the enemy within the same battle. Each attack in a
battle cost an hour, and the number
of attack dice depend on the player's willpower. To cause damage, the player's
highest die roll and strength need to total more than the enemy's highest die
roll and strength. Defeated enemies will spawn at the edge of the game map, and
at the beginning of each day, enemies will progress one step on the board (the
game board details the order which the enemy races move). Whenever an enemy is
defeated, a bonus of either gold or willpower is awarded to the player(s) that
defeated it (if it was a co-operative battle, the reward is divided between the
players that participated).
Now, as I
previously said, I have only ever played the tutorial scenario of this game, so
I don't really feel I can make a real verdict on it. It certainly looks amazing, and I definitely think
abundances of humour and fantasy references elevates the experience (we
certainly had a lot of laughs while playing it). I think it has potential, at
least if the complexity and difficulty of the actual game scenarios are a lot
higher than the tutorial one. We didn't really feel we were in any real danger
of losing the game as any enemies that approached the castle were easy enough
to kill and they also moved slow enough for us to be able to catch up. But I
recognize that a tutorial scenario has
to be easy in order to teach the game properly, so I am assuming the game's
actual scenarios bring a lot more to the table.
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