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Shadows of Kilforth: A Fantasy Quest Game
Shadows of Kilforth: A Fantasy Quest Game
2019 | Card Game, Dice Game, Fantasy
Have you ever sat down to read a rulebook and had to split it up into several reading sessions? I have multiple times. This happened just recently when I sat down to learn Shadows of Kilforth. Granted, I have two kids that take up the majority of my time and they provide plenty of adorable distraction, but even still, this absolute unit of a rulebook took me a good few days to actually finish. Was the time and effort worth it in the end? Yes. Absolutely. Keep reading.

Shadows of Kilforth is subtitled, “A Fantasy Quest Game.” Right there in the title you find out exactly what you are up against in the very foreboding but unassumingly-sized box. A game set in a fantasy world that is focused on questing. I have to admit up front that this review will be treated a little differently as the rulebook is hefty and nobody wants to read a thorough rules essay on Shadows. So I will give you a very high-level overview of the main steps and then give you my thoughts on how it all works together.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T

Shadows of Kilforth is essentially a card and dice RPG-esque adventure game with an Asian-style theme but set in a fantasy world where locations will be devastated into gloom (building upon the first in the series Gloom of Kilforth). The players, as the heroes, have the daunting task of journeying throughout Kilforth’s 25 locations to collect items, allies, spells, and titles to overcome main quests and subquests before every location falls into gloom. These quests usually have the players gathering specific card types to satisfy and complete. Once main player storyline quests, called Sagas, are completed the hero levels up and when they complete their fourth quest in their main Saga they may attempt their Finale and then may finally assault the big boss, the Ancient.

Each turn players have Action Points (AP) to spend on doing different actions: movement, discovering rumours (yes, I know it’s the Queen’s English), confrontations, and regaling a Saga chapter, among several others. Some actions are free actions, called Deeds. These include resolving loot tokens, assaulting an ancient, exchanging items between players, and several others. By using combinations of Actions and Deeds players will be able to travel around collecting those items, allies, and so forth needed to complete their Saga chapters.

To complete objectives and quests, players will typically be rolling dice to meet requirements on the cards. This, as all role-players know, can be either supremely lucky or incredibly and predictably debilitating. Skill checks are abundant in Shadows and diversifying characters may or may not have advantages by being able to complete Fight, Study, Sneak, and Influence tests. Players will win if they can complete their Sagas and defeat the Ancient before all of the locations fall into gloom, signaling the end of the game.

All this, again, is very high-level and there are many intricacies in Shadows that I just cannot go over for the sake of time and the health of my typing fingers. But, the game can be played solo, cooperatively, or competitively. So depending on the mode of play and number of players Shadows can range from a 45 minute foray to multi-hour epics. This is why I have played this solo with one character for my plays.

Components. Shadows of Kilforth is very card-heavy, but also includes other goodies. The cards themselves are firstly quite numerous, but also good quality. I can see myself sleeving this and loving every minute of that process. Aside from the cards, the game includes standees for player pieces on the card map, wooden components to track HP, AP, Fate, Obstacles, Gold, Hidden characters, great swirly 6d6, and also cardboard chits for Loot tokens. I haven’t even mentioned the art yet and that may be the most stunning component in this game! I LOVE a game with great art, and Shadows has simply amazing art. This is not usually my style of game art either, but it is so pleasing and everything makes sense and gets me immersed in the game. Everything provided is wonderful quality and an absolute joy to use during play.

Ok so like always, we place our ratings graphic right at the top of our posts so our readers can see right away what we think of the game. As you can tell, I love Shadows of Kilforth. It has essences of so many games I enjoy pieced together in a very attractive and captivating package. The movement and subsequent destruction of map-cards are reminiscent of Forbidden Island/Desert and Tiny Epic Defenders, which I really love (don’t hate – it’s a good game). The gathering of select card types and returning to a location to complete feels like fetch quests in MMORPGs (Final Fantasy XI being my main squeeze for many years). Obviously dice skill checks and level ups from tabletop RPGs are in there as well.

Shadows is just such a great collection of mechanics that I love that I can see myself playing this game over and over and over. Caveat: I will never play this any way other than absolutely solo. My first play, yes a learning session, was just shy of two hours from setup to tear-down. Adding players will increase game length, and playing with AP-prone friends is a no-go for me on Shadows; I had to reference both the excellent provided cheat sheet and the rulebook throughout the play but I eventually got the hang of it and was able to fly through. I may play this solo but with multiple characters cooperatively someday, but I do not wish to play this with other people. Ever.

So here’s my final thought. Shadow of Kilforth is a beefy game, but is well worth the time and effort to learn and play a couple times before passing judgment. It has everything I love in a game and I can’t stop thinking about it. I want to play all the different Race/Class combinations and just dunk on all the Ancients. If only my dice didn’t hate me so much. I will certainly be keeping this one forever, and if you are a fan of fantasy themed adventure card games with heavy use of dice and cool components, DEFINITELY take a look at Shadows of Kilforth. As I am the only one who has played this, I speak for the team in saying Purple Phoenix Games gives this one a 6 / 6. Treat yoself to this one, folks.
  
Tidal Blades; Heroes of the Reef
Tidal Blades; Heroes of the Reef
2020 | Fantasy
Tidal Blades: Heroes of the Reef (which I shall just call Tidal Blades from here on) is a very successful Kickstarter that funded in 45 minutes and raised over $780,000 with the campaign. I was lucky enough to be able to back this one when it went live, and the hype was REAL. The box is large and in charge, and setup and tear down takes about 14 years, but did I like this one? Dude. YES. We don’t rate Solo Chronicles, but this is a STRONG 6 from me.

DISCLAIMER: As this game is a giant and many reviewers are starting to tackle it using multiplayer rules, I decided I would talk about the differences between multiplayer and solo rules. This review is using the included Solo Mode rules.


Setup for the Solo Mode uses most of the setup rules for the multiplayer game with a few exceptions. In the Solo Mode the player will have one character to control and one Rival to beat. The Rival will need their player board and standee or mini (I have the Deluxe Edition, so it’s minis in my case). In addition, the player will also choose two other characters to be Allies, utilizing their ability cards and minis. The Allies and Rival will be placed on the Champion board ahead of the player to begin the game. The player wins by having more points than the Rival at the end of the game.
Quickly, here is Tidal Blades in a nutshell. Players are attempting to gather the greatest standing on the Champion board (like a VP track) and VP from Challenge cards gained. The players earn these cards by using Actions to move to islands, gather resources, fight monsters, perform boating maneuvers and tricks, and can increase the potential for each of these by upgrading their central board dials. Shells and Fruit are common resources, and each player starts with two Actions per turn. The game lasts four total Days (or phases with several turns in each), and players earn more Action discs on Day two and four. Every time the dice are rolled to complete Challenges a Danger Die is also rolled and can wound the player by forcing a discard of dice. Each Day players can refresh and upgrade used dice to better their skill and concentrate their abilities. After Day four the game ends and players count up points to declare a victor!

Here is how gameplay is slightly different from the multiplayer experience. The Rival always goes first. They will also have one more Action disc to use on their turn (unfair, right?). When they begin their turn, a Challenge card is drawn. Whichever Island is featured on the card is to where the Rival will travel. Once arrived, the amount of VP awarded on the card is how many spaces from the top of the Island the Rival will be placed. Depending upon which Island the Rival ends the Challenge card will then be placed under the Solo Mode mat and a special action taken. The special actions could be revealing and resolving a Plot card in Droska Ring (special to Solo Mode), removing Monster hits from the Fold in the Chronosseum, or moving the boat in Lamara Stadium. The Judge location also plays a role in special actions should the Rival land on the same Island as they are. Other special goodies await, but I will leave you to discover those.


On the player’s turn, if the player is tied with or ahead of their Allies on the Champion board, the player will be able to use the Allies on their turn. This is handled similar to having an extra Action disc on the player’s turn. Send the Ally to a location and reap the rewards. Otherwise, for the player, turns are the same.
Components. Let me tell you: if you have the extra money to splurge for the Deluxe Edition, DO IT. The minis are amazing, the plastic shells are awesome, and those squishy fruit are so perfect! Obviously the game is perfectly playable and enjoyable with the basic components, but the improved bits are really something special. The cardboard everything is great, the GameTrayz inserts are incredible, and the art and colors are simply magical. I cannot say enough excellent things about what comes in this massive box. Druid City Games and Skybound Tabletop got everything right with this one.

It should be no surprise that I am in love with this game. Yes, it’s a Solo Chronicles, and I played by myself. I get that. Eventually I will be able to play this with others and by then I will be so engrossed in the lore that I will have no problems hyping up my playmates. Tidal Blades is an absolutely gorgeous game with so much going on that I don’t think I will ever tire of it. The game lasts four days but I wish it were a month because I just want to keep playing! The decisions to be made are all wonderfully delicious and there always seems to be too few on your turn. Yes, I know that sounds like all worker placement games, but it is especially true here. Almost every spot on the board gives immediate benefits that can be used, so even when a location is occupied, there will always be another of equal importance to your character. It’s so good.

Like I said before, I love the art and colors used. This is a stunner of a game on the table. It does take up quite a bit of room, especially if you use the arena dice tray (which I didn’t because I play at night when the kids are asleep and a hard plastic dice tray wakes up children). I count myself lucky to have the Deluxe Edition as well because those upgraded bits really make the game feel deluxe and fancy.

The Solo Mode is very good, and at least for me, very difficult to win. The combination I used for this review was playing as Axl against my Rival Caiman. Obviously switching out characters and using different Allies will change up the feel a bit, and I really cannot wait to try out all the permutations. When a game begs you to play it as often as you can and you look at it lovingly on your shelf, you know you have a Top 10 game, and a treasure in your collection.