Quantcast
Channel: Gloom of Kilforth: A Fantasy Quest Game | BoardGameGeek
Viewing all 12752 articles
Browse latest View live

Reply: Gloom of Kilforth: A Fantasy Quest Game:: General:: Re: My new album is about to drop...

$
0
0

by yosemite

I’ve said it before and I’ll say it again: I love, love, LOVE that purple! It’s my favorite color anyway, but it looks so amazing on the box art. Fantastic! So excited for this one.

Reply: Gloom of Kilforth: A Fantasy Quest Game:: General:: Re: My new album is about to drop...

$
0
0

by ninjadorg

yosemite wrote:

I’ve said it before and I’ll say it again: I love, love, LOVE that purple! It’s my favorite color anyway, but it looks so amazing on the box art. Fantastic! So excited for this one.


Following the PPC I've made my billionteen microscopic adjustments and now printing is full steamers ahead! :)

Reply: Gloom of Kilforth: A Fantasy Quest Game:: Reviews:: Re: Before the Shadows, the Gloom - a Deck of Fifty-One solo review

$
0
0

by outcasttex

repairmanjack wrote:


I backed it, and the additional extras, and added it all into the base game the day it arrived. I really like the game so having more to pad out each of the decks with - although I do think they're quite generously represented anyway - seemed a no-brainer.


Thanks, I think I'll add it to my Xmas wishlist :D

ninjadorg wrote:


If you do decide to jump in you can preorder any/all of the expansions here:

https://shadows-of-kilforth.backerkit.com/hosted_preorders

:)


Thank you - I'll check that out and thanks for creating such an awesome game!

Reply: Gloom of Kilforth: A Fantasy Quest Game:: General:: Re: Looking for errors - the game takes forever with 3p and is far too easy - the game becomes a slow slog

Reply: Gloom of Kilforth: A Fantasy Quest Game:: General:: Re: My new album is about to drop...

$
0
0

by yosemite

ninjadorg wrote:

yosemite wrote:

I’ve said it before and I’ll say it again: I love, love, LOVE that purple! It’s my favorite color anyway, but it looks so amazing on the box art. Fantastic! So excited for this one.


Following the PPC I've made my billionteen microscopic adjustments and now printing is full steamers ahead! :)


Super-sweeeet!!! :D

...speed roosters of gloomy realms ...

$
0
0

by Alexandre Correia

Day 1043. November 9, 2019. Lagos...

Back in the good(?) old days, out and about was the norm for Alice and me, as early in the morning as we could manage. To walk around town, to visit the playground or the mid-morning deserted skate park. Sometimes with a stopover for coffee somewhere, along with some chanced backpack game that used to rotate in its depths.

This morning, we went through our old stomping grounds and some new too. Alice is over the moon with her new bicycle. Her first pedal-powered bicycle! And she's letting no trip to the city go by, without taking her new best metal friend with her! It isn't as maneuverable and light as her old two-wheel balance bike. After almost two years with it, she had become so nimble and agile with the thing, that she could sprint through a crowded street without ever touching anyone, and with minimal foot charge! She'll get there with the new one eventually. Slow and steady wins this particular bike race.

:star::star::star:

One of our new favorite cafés, Black & White, is where I do most of the weekly writing theses days. Me with the addictive cappuccino, she with the frothed milk leftover, sprinkled with cinnamon. A babyccino! Along with the warm morning beverage to stave off the early chill, we broke one of her gifts. Zicke Zacke, Alice's first speed game. Sporting the same art as By Golly's chickens, hens and roosters, along with a few new additions, like the pig, cat, and dog, the game boils down to who can spot first the hidden animal revealed each turn from a deck and slap the hand in the respective barn to claim it. In our two-player scenario, the barn is either mine, Alice's or a neutral grey barn.

She didn't picked things up immediately, and kept slapping her card first and only then search for the hidden animal on the table. I didn't even bother with penalties when either touched the wrong card for ou first session. Another promptly change in the setup was to put all the slap cards within easy reach of her tiny arms, and to orient the animal cards towards her, to avoid confusion. Setup changes I'll keep until she "gets" the game.

And it didn't take long. Before her babyccino was over, she was already slapping cards faster than I, at least 50% of the time. In our two games of Zicke Zacke I won one, and she the other, fare and square.

Loving these Zoch Verlag mini-games.

:star::star::star:

A few minutes later, while waiting that she picked this week's reading material, I chanced a look at the rules for Gloom of Kilforth, for a potential deep dive next week with it. Action Point game... Day and Night phases... 5's and 6's are good. Everything else bad... minor mitigation... Set collecting keywords to face boss...


Easy reading.

Simple? Sure hope so!

:star::star::star:

Come naptime, the two of us strolled across town again, but this time for a visit to everyone's childhood friends, Joel for me, his kids for Alice. And since the three girls have reached an age - finally! - that they are more or less self-sufficient and independent in their plays together, it prompted for a long-overdue game with my old-time Magic Pro friend. He's been dying for a board game!

While back in the day, Viticulture was the norm, these days, I don't even bother with big boxes. Time and attention span just can't compete with kids running around the house, no matter how semi-independent they are! So Fantasy Realms would be the afternoon fix along with tea and cake.

Taught it in 2 minutes. That's how easy it is to teach it, with someone who's completely at home holding magical cards. "Combo-time Joel!"

In the first game, we paused once or thrice so that he could clear a particular interaction between cards and fit the cogs and cranks of the game in his head. A Gem of Order that he discarded early in the game, was quickly seen returning back to his hand.

"Feeling lucky for a five-card run?" I asked, grinning.

"No... I got the seven-card run. 150 points?" he said smilling.

Out of one card, he'd just matched the points I got from all seven of mine!


Master realm builders.

We played again. This time he started to laugh when I correctly guessed that he had the Collector. Once more, he maxed the points out of that one card, scoring 100 points! Another crushing defeat.

"Again?" he said

"Sure."

The third play, it was I that got the Collector. And while reading it, I noticed that he'd read it the other way around in the previous game, aiming for different suits, instead of five of a kind. We quickly did a re-count, and he lost 100 points. He'd had enough to win though. But not by much. We resumed our final realm building of the day. Him going for a Necromancer build. I, trying to cope with a Dragon and a Basilisk in the same hand! Tough job to appease those two beasts, when one turns every living thing into stone! Luckily, the Book of Change was somewhere in the discard pile, and I used it to transform the Dragon into an artifact!

We all win when playing Fantasy Realms.

We promised to not let so much time pass between visits, as everyone enjoys the semi-relaxing weekend day together. At least, until it is time to pick up the destruction and havoc that the girls seeded all over the house while the dads played games!

:nostar::nostar::nostar:

One year ago: ...act one: nuisance of the seas...

Photos & Images: ZombieBoard

Thread: Gloom of Kilforth: A Fantasy Quest Game:: General:: Expansion Availability

$
0
0

by spike8888

I ordered this game and the sequel in the pledge manager for 1565 St Elmo's Pay. You get the base games with all original KS content, but I didn't see an option for adding the expansions to the Kilforths. Does anyone know the availability of these expansions at the moment, or in the future?

Reply: Gloom of Kilforth: A Fantasy Quest Game:: General:: Re: Expansion Availability


Reply: Gloom of Kilforth: A Fantasy Quest Game:: General:: Re: Expansion Availability

Reply: Gloom of Kilforth: A Fantasy Quest Game:: General:: Re: Expansion Availability

Reply: Gloom of Kilforth: A Fantasy Quest Game:: Rules:: Re: Emissary of Betrayal Question

$
0
0

by higherpath6667

does this take a confront action? do i have to spend an AP? is it considered an encounter or an engagement? i know they dont have the enemy keyword, just checking tho

Reply: Gloom of Kilforth: A Fantasy Quest Game:: Rules:: Re: Emissary of Betrayal Question

$
0
0

by gjerde

higherpath6667 wrote:

does this take a confront action? do i have to spend an AP? is it considered an encounter or an engagement? i know they dont have the enemy keyword, just checking tho

Plot cards are not encounters, and can neither be confronted nor engaged. They are primarily defeated by a Clear action while fulfilling its “to defeat” condition. Powers that can defeat encounters with particular keywords can also defeat plot cards with the keywords in question.

It's the end of the world as we know it in the upcoming fantasy card game Veilwraith

$
0
0

by Fredrik Schulz

This news article was first published on table for ONE[hr]


WRAITH
/reɪθ/

noun: A ghost or ghost-like image of someone, especially one seen shortly before or after their death.”


Board game publisher Hall or Nothing Productions, which by the way is one of the better company names out there only rivalled by Sorry We Are French, have announced their most recent design. Designed by Tristan Hall (Gloom of Kilforth, Shadows of Kilforth, 1066: Tears to Many Mothers) Veilwraith is a fantasy themed deck building game for 1 player. Previous board game designs by Tristan Hall have put a heavy emphasis on narrative and based on the official description below it seems that Veilwraith will continue that tradition:

“A hush settled across the land beneath the obsidian skies. The fighting had all but ceased. There was a hissing from the trees as they recoiled from the broiling mists, their branches curling up and twisting into ash, then blowing away on the breeze. As the stars faded in the sky the terrible silence was deafening. The gathered legions weren’t trying to attack the walls of the city - they were trying to escape. The templars of the Rose had known all along: it was His coming. The Overlord had sent forth his minions within the gloom to prepare the way. And now the masses of black figures swarming outside the gates of the Sprawl turned as one to face what was coming.

Far through the darkness, beyond the ruined plains, upon the horizon, a halo of red light coalesced. The circular light brightened and stretched, growing impossibly in size. The silence was shattered as a booming, thunder rumbled beneath the earth and the ground began to shake. From both sides of the walls screaming, shrieking and wailing filled the air as thousands of souls cried out to the heavens in despair. Figures fell from, or threw themselves off, the highest walls and towers.

A single, terrible, discordant musical note pierced the cacophony, a blaring, otherworldly hornpipe, loud and clear throughout the land. Clutching their ears and falling to their knees as utter hopelessness crushed them, the people collapsed in great throngs. The klaxon sound deepened and fell quickly through the octaves until it violently seizured the bodies of the now writhing shapes scattered in and around the city. Then came the Rending.

As the circular red light continued to grow, and the thrashing, shuddering tone amplified, the earth shook and suddenly snapped hurling upwards huge, city-sized chunks of rock and debris. A depthless chasm ripped the ground asunder as though giant hands had torn the earth apart. Buildings and entire streets buckled and fell into the abyss along with screaming hordes of bodies. The plates of the earth shrieked and shifted, and as the giant mountains of land that had been thrown into the sky descended a fathomless ash cloud filled the air.

And so the world ended.”


According to a recent discussion on Board Game Geek, Veilwraith is currently scheduled for a Kickstarter campaign in O1 of 2020.

Thread: Gloom of Kilforth: A Fantasy Quest Game:: General:: My foamcore insert including Pimy My Gloom and Encounters expansion.

$
0
0

by gagob04

I’m so excited to just this game out again now with this new insert! This game is amazing!




Reply: Gloom of Kilforth: A Fantasy Quest Game:: General:: Re: My foamcore insert including Pimy My Gloom and Encounters expansion.

$
0
0

by Ryanmobile

Can't discern from the photos; are your cards sleeved?

Well done on the insert.

Reply: Gloom of Kilforth: A Fantasy Quest Game:: General:: Re: My foamcore insert including Pimy My Gloom and Encounters expansion.

Reply: Gloom of Kilforth: A Fantasy Quest Game:: Rules:: Re: Emissary of Betrayal Question

$
0
0

by Pearscw

Another thing to remember is when you defeat a plot, you take it into hand as a rumour and you also get to take one of the loot tokens. Sometimes plots are a useful way to gain a hard to get keyword, or just a required keyword.

Stone Soup

$
0
0

by Jack Bennett


When thinking about storytelling in gaming, I often think of the folk story about stone soup.

The designer provides the pot, the fire, the water, and drops in the stone to get it started. But the player is also on the hook for bringing their own ingredients and making this into a soup worth eating.

The medium of boardgames (and to a lesser extent, videogames) necessitates this. A book or a movie is a curated experience; there's typically no direct input from the reader or watcher. But a game, by definition, will have inputs and interactions from the players.

A serviceable emergent narrative can happen if the events the player experiences interact and connect in realistic or at least believable ways. A bit of story self-contained in the flavor text of a card is not enough, unless that card connects in some way to some other game system or narrative beat.

That interaction needs to be carefully constructed. In a movie, events can be highly detailed and specific because they’re presented to the viewer in a considered order, and one can assume that anyone watching the 10th scene also saw the 2nd and 6th scenes. In a game, where these events might be randomly encountered, modified by player choice, or even skipped entirely, too much detail or dependency on other events will mean the puzzle pieces don’t fit together and the narrative fails.

Not too many games fail in this way, as typically game designers don’t attempt to tell a novel-style story through games. Events and encounters generally only get into that level of detail when the design mixes with other mediums, such as Bandersnatch or a Dave Morris gamebook.

But some games do limit their narrative options by being too specific. For example, the injury results in Kingdom Death: Monster list precisely what happens to your character. There are a lot of injuries listed, so many options are covered, but nothing outside of those lists can ever happen to your character. And it starts to get a little obvious (and eyeroll-y) when multiple characters end a combat with “destroyed genitals.”

Contrast that to the injury rolls in games like Hunters or B-17. These types of games typically have only three injury options: light wound, heavy wound, and KIA. Though not as evocative, these options will never result in narrative dissonance, as they are general enough to apply to any injury-causing event; the puzzle piece will never not fit. The designer threw in the stone (“heavy injury”), but the player is responsible for the flavor (“Bf-109 attack, hit in the shoulder”).

Another way to ensure the fit of randomly-selected puzzle pieces is to boil descriptions down to keywords. In Legacy of Dragonholt, for example, a character is simply a collection of traits. Your character may have “Dueling,” “Agility,” and “Reasoning,” which creates a particular idea of a character and would feel different from a character with “Military,” “Archery,” and “Endurance.” But none of these define a character so acutely that the same general narrative couldn’t apply to both.

But the best example of this, by a long shot, is Gloom of Kilforth.

In GoK, players have a personal plot that they are following, with some flavor text background and details. As a made-up example, a player may be told that the local townsfolk have hired them to kill a monster hiding in a mountain lair. To complete this card, though, the player is given a set of keywords they need to collect: person, monster, mountain. As they wander the world of Kilforth, randomly drawing encounter cards, they need to keep a lookout for these keywords.

The system gives the player a bit of direction, as the “person” keyword may show up more in Plains locations, and the “mountain” keyword is obviously in Mountain spots. But it allows for the story to play out on its own and emerge from the cards the player randomly encounters and solves or defeats. Through player-driven exploration, they may create a story where a local baker hired them to kill a werewolf hiding out in an abandoned mine. It makes narrative sense, and even fits their predefined plot, but the keyword system makes it possible in a game.

There are many approaches to creating an emergent narrative. Though Kingdom Death’s injuries fail for me a bit, it more than makes up for it in other ways. But to me, the best emergent narratives in games give me just enough structure for me to hang a story on, but keep it nonspecific enough that I can fill in the details myself to avoid narrative dissonance, while giving me enough agency to make the story my own.

I like being told a story, but the qualities of the medium of gaming put it in a unique position to allow the player to be an author. If the goal of the game is to create an emergent story for the player, it has to account for the fact that the designer does not have complete control over how this is going to go. They only get to start with the stone.

Reply: Gloom of Kilforth: A Fantasy Quest Game:: General:: Re: My foamcore insert including Pimy My Gloom and Encounters expansion.

Reply: Gloom of Kilforth: A Fantasy Quest Game:: Rules:: Re: Emissary of Betrayal Question

$
0
0

by ninjadorg

FYI, if you get a rules answer from Chris or Tor for GoK you're in safe hands. :cool:

EDIT - this should not detract from the fact that Peter Boctor totally nailed it too. :whistle:
Viewing all 12752 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>