![]() ![]() It really gives Etherfields‘ campaign a sense that player choices carry weight. On one hand, it’s fun to see characters from earlier portions of the campaign return as a result of your choices. ![]() The Slumber deck is an evolving beast of its own constructed of the shapeshifting horrors from completed dreamscapes escape to. Slumbers will force players to adapt their strategies and take a different approach with each entity. Other entities might run around the map and drop tokens on the board that players need to clean up in order to advance. Some entities can’t be interacted with while they’re in the dark so players will need to find ways to light up dark terrain spaces before they can fight against the dark beings. Each Slumber entity will have a different approach to defeating them and only a few turns to do it in. These are small skirmishes that feature a recurring cast of horrors. As mentioned above, moving about the overworld will trigger Slumber encounters. Both the best and worst parts of the game take place in this area. The upper portion of the board is used for both the Slumber and dreamscape portions of the game. These keys are used to open the aforementioned Gateways and enter dreamscapes. ![]() However, in the overworld, they are granted to players whenever the land on a space with a key depicted. ![]()
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