автор: |
Paul Rose
|
графический дизайнер: |
Aleksandra Bilic
|
художник: |
Wojtek Depczynski
Максим Костин Хеннинг Людвигсен |
3D-скульптор: |
Андрей Козун
|
издатель: |
Triskelion Games Ltd
|
... | |
язык: |
Английский |
размер: | 31 x 31 x 13 см. |
комплектация: Миниатюра героя Berserker - 1 шт. |
The Thinning Veil — настольная игра в жанре хоррор-фэнтези для 1–4 игроков, вдохновленная кельтской мифологией и ирландскими легендами. Подходит как для соло-прохождения, так и для кооперативной игры.
В игре есть как кампания, со множеством сценариев, так возможно отыгрывать и отдельные сценарии из книги Game Night Scenarios. Это дает игрокам возможность выбора формата приключенческой сценарной игры или одноразовой зачистки подземелий.
Roguelike-система предлагает элементы решения головоломок, сценариев, основанных на задачах и повествовании, а также захватывающий игровой процесс, исследующий знакомый, но фантастический мир.
Как только вы выбрали Героя, ваше путешествие начинается! Будете ли вы доблестным и честным, или порочным злодеем? Поможет ли ваша легенда привести человечество к новому рассвету надежды или продлить ночь, погрузив нас во все более глубокую тьму? Сразитесь ли вы с предательскими и лживыми культистами со скрытыми планами, сразитесь с беспокойными духами и обитающими в завесе ужасами из Страны Мертвых?
Сражайтесь или перехитрите обитателей другой стороны полуночи в этой захватывающей игре с массой захватывающих приключений!
Вольный перевод описания от дизайнера.
Комментарии
Hello there! I designed the Thinning Veil. I've not used BGG much and was directed here by a friend. I'll have to be keeping an eye on it. So the game does not use the Time Track system linked. It uses a system I've not seen in another game but it is bound to be in some game system, somewhere.
On the Facebook Group I was asked does the game contain a means to mitigate the dice to take the edge off dice-rolling. My bloated answer is below:
In the strictest sense the answer is always no, else there'd be little purpose to the dice and their governance within the game. However my answer and the longer answer would be that player agency, meaning your choices, your ability to calculate probability, how you allocate your resources, how much you elect to push your luck and rely on better than probable outcomes, all play their part. Also there are skills, equipment, scrolls, potions and other gear that can influence your chances of success. There are even some instances where skills and treasures can be used to influence the outcome after your dice have landed. All this means I experience the game as having a lot of means to mitigate the dice, beyond the unconventional interactive round structure. And yet all of this is undermined by the fact that you may have any, all or none of these resources left to spend when you make that crucial dice roll! I would say this: if you play without thought you will spend a lot of time learning the hard way how to survive in Veil. In this sense you could say the better players plan for success and failure, that these players work out their chances of success ahead of time, that in multiplayer games they calculate the best means of achieving a result as a team before engaging in a puzzle, and often times will take into account where a planned action will leave everyone involved standing in its aftermath! All these things are relevant in Veil.
I was also asked to provide a little more information on the game to which I provided the following response:
More details will be forthcoming and there will be some playthrough and tutorial videos made. We are awaiting tokens and cards from China to complete the prototype.
It is a 1 to 4 player game. It has over 60 miniatures in the core. There are no big expansions with this Kickstarter. It is a fantasy horror setting taking inspiration from Celtic Myth and Irish Legend. Your Hero will be exploring Inis Fael, attempting to assist the Druids in defeating a threat to the land. The Veil is thinning, and your role is to investigate why, and try to stop this. Should the Veil fade to nothing, then the worst aspects of Samhain will last forever. Evil spirits and devils will remain, in the Land of the Quick, causing suffering, torment and death.
The game features a modular tile system, has a custom dice system, and elements of rogue-like dungeon crawling. Play is progressive in the campaign, your Hero constantly evolving as you tailor what you have to suit you. The turn system comprises a Hero Phase and an Enemy Phase. In the Hero phase, you will use the Triskelion activation cube system which means there is no down time. Players will never be sat awaiting their 'go' as the system requires the players to be constantly interacting.
There is no initiative system, rather more that players choose when they activate. They choose when they stop or pause in their activation. At this point another Hero interjects and may spend some or all of their cubes. In this fashion the Hero Phase ends when the last Hero has exhausted their cubes, by simply running out, banking some for use next round, or discarding their remaining cubes.
The Timed elements to this game you may have heard about is specific to tracking rounds. In some games this triggers events, which may be narrative, may place enemies or produce effects in key zones in the game. In fact these triggers are so varied in their application, because sometimes they cause certain enemies to activate, or produce other game changes - so for example a portal may open or close. Finally the amount of rounds it takes to achieve objectives may influence the outcome of achieving them. To illustrate this you may be trying to free a prisoner or several prisoners. If you take your sweet time about by the time you reach them they might have perished, or some of them might have been taken away.
You will sometimes know how important this facet is as it will be presented in the scenario book. You sometimes will be tracking the rounds without knowing how this will impact you. When you read from the Book of Revelations, you may find the significance of the round is revealed when you reach certain points in the story, or when achieve certain objectives. Finally there are scenarios where the number of rounds it took you to complete the game influences the conditions of the next game.
There is a progressive campaign encompassing over 30 scenarios, taking 2 to 5 hours each to play, depending on which scenario it is and how many players you have. You are given a headsup in the book if you are about to engage in one of the longer scenarios. Often times there are alternate paths you can take if you need a shorter option. At this time there are two lengthy games which play out like a roleplay game module as you move through the tiles.
There is also, as mentioned on the Facebook group and a few other promotionals, a series of Game Night scenarios which are one shot adventures or stand alone. If you personally want to keep score through these, to see how much you influence the balance of good vs evil in the world, you can record your victories and defeats through the objectives in these games. That way even if the players at your table switch up, you can have a sort of campaign experience for yourself. Each scenario guides you on how many upgrades to grant each Hero in play, so you can jump in on these anywhere in the book and play them in any order. You can play them sequentially if you wish as well, of course. There are 10 of these scenarios included but if we fund well, there will be more written. I plan to include PDF links for any scenarios shown in promotional videos. These will not be included in the game but will be on the website for free. My plan is to design and present other stand alone game from time to time on the website which will be free to download.
There are four Heroes in the core game. The Berserker, the Fane Priest, the Ember Thief and the Veil Warden.
The plan is to include up to four more Heroes in the campaign, all of which have been designed and playtested, but if we don't unlock them, then they will appear in a future Kickstarter in support of the game for sure. Provided we are successful enough, of course.
To Peakhope, in this game setting yourself up to have the best possible odds is a massive part of the Hero Phase, and even influences what happens in the Enemy Phase. Veil is rarely simply grind and combat. There is a lot of exploration, choice and elements of puzzle solving. The way your Hero can interact with others, prior to their taking an action and again after means the solutions to problems the game poses the group or to you in solo mode often have diverse means of tackling them. Even in solo this plays out, as your available activation cubes let you plan out many possible permutations.
One element most of the people in my gaming groups tend to dislike is play where you have pressure to speed through a 'turn' or round. The way in which time is measured in Veil is not used to put gamers under pressure to make decisions quickly, or roll dice rapidly. I like to be able to think and plan out moves, without the stress of keeping an eye on an egg timer or stop watch, for example.
I've played a Time Track game, which sounds like the mechanism I saw in Firefly Brigands & Browncoats. In that game your name plate moves around the outer edge of the board depending on the length of your declared actions. Veil does not have a system like this though I've designed a roleplaying game which does, that remains unpublished.