PLEASE NOTE: This game is in English and may not contain a translation into your language. In the tales told in Terrinoth there is a legendary land a place long lost. Many have attempted to find it once more but like a mirage in the desert it has forever eluded them remaining tantalizingly on the horizon. It is a harsh place of blowing sands and dangerous creatures of beautiful cities and alien magics. It is the land of Al-Kalim! In this expansion to the Runebound fantasy adventure board game the players have found the key to this hidden place. Their goal is to forge their own entry in the Ninety-Nine Tales of Al-Kalim. Sands of Al-Kalim differs from most Runebound adventures in that it does not include Encounter and Event cards that describe a set story. Rather the players tell the story! They will face legendary challenges and gain legendary rewards including mighty mounts forgotten runes and magical artifacts. He who completes his tale first is immortalized in song and legend and wins the game. Sands of Al-Kalim is an expansion for the Runebound Second Edition board game which is necessary in order to play this expansion. Sands of Al-Kalim is suitable for 2 to 6 players.
Détails sur le produit
Editeur : Fantasy Flight Games; Édition : Box Brdgm (13 février 2007)
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Amazon.com:4.0 étoiles sur 5 1 commentaire
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4.0 étoiles sur 5Sandy bits of enjoyment25 juin 2009
Par Matthew Jensen - Publié sur Amazon.com
4.0 étoiles sur 5
4.0 étoiles sur 5
First off, Runebound is all about a dungeon-crawl experience that isn't in a dungeon. You build your character through gaining experience and purchasing equipment and allies. The general game is fun, Sands of Al-Kalim builds on that.
Here's a quick bullet point list of what I find good about this expansion:
* It's an overlay that gives a complete different game experience. Even more nicety is that you don't really need the 2nd Edition base game. I use Sands of Al-Kalim with my 1st Edition board.
* End game scenario - You win the game by being the first to gain four legendary items. This works outs nicely because you see where everyone stands but the game has a built in equalizer. Certain adventure cards may make you lose/discard a legendary item if you defeat the adventure. This helps alleviate the runaway leader issue that the standard Runebound game can see at times.
* Desert incorporated nicely - I grew up in Southern Nevada. While not the Sahara, it was dry enough to engrain upon me that desert life has it's own challenges. Sands of Al-Kalim has that built in very nicely. If you travel during the day you take exhaustion and possibly wounds. If you travel at night, you run the risk of meeting stronger bandits and creatures. It's a nice balance that works very nicely.
* Story Dice - A nice theme addition is to add an event cycles for players who don't end there turn on an adventure token or city. You roll one movement dice and then use a chart to trigger story dice action based on the roll. This could lead to more monsters, damaging mirages, finding hidden gold and health, to even finding mythical cities around the corner. It also can trigger/move a sand storm that can leave a character stuck in the midst of swirling dust winds. This is a great aspect. Funny thing is that it almost makes it feel like there's more happening in the middle of a desert than in the lush wilds of the base game's territory!
That's quickly what I like. The only detriment is that the game can take a bit longer than the base game. There's more things to figure out in a turn with the Story Dice and such so it naturally adds length to an already long game. That said, if you have the time and craving then why not?