CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
Compare Offers on Amazon
+ Free Shipping
Of Dreams & Shadows
Fulfilment by Amazon (FBA) is a service we offer sellers that lets them store their products in Amazon's fulfilment centres, and we directly pack, ship, and provide customer service for these products. Something we hope you'll especially enjoy: FBA products qualify for FREE Shipping
If you're a seller, Fulfilment by Amazon can help you increase your sales. We invite you to learn more about Fulfilment by Amazon .
- § 2-6 Players, 150 Minutes, Ages 14+
- § Cooperative RPG campaign with multiple paths and endings
- § Choose from three deadly Villains to shape dynamic gameplay and storyline
- § Beautiful illustrations and graphic design with vast world building and deep narrative
Customers who bought this item also bought
Of Dreams & Shadows is a cooperative board game for up to six players who take on the role of Champions trying to save their realm. Set in a dark fantasy world, the players will journey from the underworld ruins of a long-dead people to the heart of untamed forests where otherworldly creatures dwell. As they direct the actions of their Champions on the game board, the players will participate in a collaborative story. Scenarios introduce encounters and conflict, which are resolved through passing a test or making a choice. The consequences advance the storyline and drive a unique experience as part of the story changes based on each outcome. Failing a test could have dire results such as receiving one of several types of debilitating Afflictions. Many Scenarios will also present players with a moral dilemma where a decision could aid their cause, but not without sacrifice. Opposing the players is one of three selectable Villains. Beings of myth and legend, the Villains have their own host of deadly servants to face in combat. Developing flexible tactics and teamwork among players will be crucial as there are over 30 different enemies, each with their own special ability. You must band together with your friends if you hope to survive.
Safety InformationComponents can be a choking hazard for children aged 3 and under
|5 star (0%)|
|4 star (0%)|
|3 star (0%)|
|2 star (0%)|
|1 star (0%)|
Most helpful customer reviews on Amazon.com
(1). Choose 3 of the following actions to start with, + 1 additional action for each quest token gained:
Travel 1 space away
Rest to heal 2 points of health
Buy a resource on a realm or capital space
Invoke a spell
Give an item to another
Take an item from another
Use your special action once this turn
Purge a shadow token
(2). Enter combat
(3). Select a scenario or go on a quest
(4). Draw an event card
FREE ACTIONS :
Retreat 1 space away to end a combat round
Return 1 card in the hand for the top card in the resources deck
There. Game fixed. You're welcome. What did I change? Just one thing: + 1 additional action for each Quest Token gained. That's the only hang up. That right there. You see, you only have 5 turns before Act 2 begins and then you can't earn anymore quest tokens. To beat the bosses you need Quest tokens, but with only 3 actions per turn, you can't move around the board fast enough to reach the spaces with quests on them. It's simple math. Moving a maximum number of 3 spaces on each turn means that if you are 6 spaces away from a randomly spawned quest, you will waste two turns just traveling to it. And you might not even earn that quest token! Now you haven't fought any monsters, or bought any weapons, you have nothing so far and two full turns have already gone by. Three more turns after this and the boss shows up. But if you get more actions after gaining quest tokens, then you can use the extra actions to do things other than traveling. There are seven other actions to take other than traveling. Adding this rule let's you explore those options. Why the laminated coasters? To cover up the bottom half of the scenario and quest cards of course. The guy on Youtube ends up using one of the Event Deck cards to pull off that trick. Tacky. They're too small for that anyway. Besides, no one will remember the order of the steps on their turn without a guide to go off of so you might as well plan that trip to your local OfficeMax's laminating machine. I know what you're thinking: dude, you're really not selling me on this, here. Well, I want you to have fun. And this game is a HUGE amount of fun and suspense as long as you can do stuff other than just playing the chicken that crosses the road. The way the rules are written right now, that's all you can do: race across the board to your death because there wasn't time to buy any armor. Not fair, not fun.
Order of bosses from easiest to hardest: The Dragon, Morrigan, and finally Arawn.
The Dragon's shadow tokens merely act like the Event Deck blockade card, so you just go around them or wait for him to come to you. He's fast enough, he'll get to you.
Morrigan is faster. If it was just her that generated a shadow token in each capital when she reached it, that would be fair. But her remaining minions on the board get the same ability, so that means you have only two turns in Act 2 to take her down before every capital is engulfed in darkness. Good luck with that without a bow or the Call the Storm spell.
I've never beaten Arawn yet. His followers have abilities that compliment each other far better than any of the henchmen for the other two bosses. I would say that with the Dragon you can have two champions, with Morrigan you need four, and you should have six champions if you want to take down Arawn. Which, when you think about it is a very clever, word of mouth approach: "Hey, me and my roommate just beat the Dragon, but we can't defeat Morrigan. Wanna come over and help us take her out? Bring a friend."
Finally, yes, this game CAN be played solo. There is no GM. The scenario and quest cards tell the stories for you. You just have to make sure that if you are playing solo, you are choosing the best champions for the boss you are tackling.
The Dragon: Freya, Hadrian, and Selene
Morrigan: Brom and Nora
Arawn: Anton, Natasha, and Tamlin
In terms of gameplay, this game plays a lot like Eldritch Horror mixed with the crossroads cards from Dead of Winter. You get three actions per turn to move around, purchase (or steal for the rogue character) items, trade or rest and heal up. That is followed by a combat round and an environment/quest card. The environment cards are essentially beefed up crossroads cards. They tell some story, followed by a choice and/or a die roll. It's a welcomed the opportunity to role play a little, as I had a fun time making my choice based on what my character would decide. The choices are saved and impact the gameplay in the expansion to Of Dreams and Shadows.
All in all, it was a fun experience with a well made game. There's a lot of story here and a lot of replayability. Highly recommended to fans of RPG/exploration focused board games.