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USAopoly | Talisman: Disney Kingdom Hearts | Board Game | Ages 14+ | 2-6 Players | 90 Minutes Playing Time, Black

£9.9£99Clearance
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About this deal

When making this list, a few criterion are considered. These would be how consistent a class is, how much it wins on average, and ability to make a game-changing play. All the reasons for how each character in these will be covered in an explanation. That said:

Warlord: With an above-average statline and a way to get around cursed followers, the warlord does one thing but she does it very well. Get a bunch of followers and beat the crap outta people and get their followers. Eventually you'll have a whole brigand of followers to bash people's head in, but she can sometimes have trouble getting them. The first thing you notice about Talisman: Kingdom Hearts is the board. It may be overwhelming at first due to its size. However, every square inch is covered in the gorgeous artwork of Ben Zweifel. He's one of the designers for the Fallout board game. There’s so much to enjoy it’s hard to know where to look first! Despite the beauty of the board, its size does mean that in smaller groups you may find yourself more independent from other players. Though, you should find yourself occupied with combat or gaining the power needed for later in the game.

Latest Reviews

Totem Warrior: He's got flexibility, put he actually has to win fights. Having an axe is pretty middling, but at least he doesn't have 2 in any stat. He's not bad but definitely not great either. S tier: Very strong characters. These characters can compete with the X tier characters and should be prioritzed.

Rouge: Her cheeky ability when fighting multiple enemies is AMAZING in the day, but you'll rarely use it. She's got a great statline with 4 fate, and choosing enchantress stat boosts is pretty useful. She also looks nice. Shape Shifter: He can copy another good character, but losing it upon life loss is kinda awful. It's really nice when you can get it off tho, which is rarely. Trophy morphing is pretty blah. You'd want to exchange the higher ones for stats, and throwing those away is pretty counter-productive.Otherwise, the gameplay mostly consists of taking it in turns to move around the board and run encounters. You simply roll a dice, then encounter a certain number of adventure cards based on the symbols on your space. Weirdly, this translation from high-fantasy to Kingdom Hearts works really well. It's basically exactly what the gameplay of the video games was at this point. You're adventuring from world to world, fighting heartless, and gaining followers/stats to make yourself stronger. It's slightly simplified compared to the JRPG roots, but honestly taking the gameplay from 'grinding to increase 8 stats' to 'grinding to increase 3 stats' is a change that I can get behind. Cannot use Riding Horse for movement into a space and then immediately use Warhorse to “charge into battle”. Encounter the ending space if required. Entry into these regions does not have to be through the main entrances. Players may only use their movement roll to enter a corner board region if they start their turn on the corresponding Outer Region space:

Dragon Hunter: Deathblow the character. Deathblow is pretty insane and is always relevant. Rolling double dice is amazing, but that's all he's really got. Struggles in pyschic combat. Upon reaching this space, the player casts the Command Spell and rolls a die. On a 1-3 nothing happens, but on a 4-6 all other characters lose a health point. If two or more characters are on The Crown of Command at the same time, they must use their turn to engage in combat with another player. There can only be one! Can only ride Riding Horse up to the Cliff space in The Highlands or the Dense Forest in The Woodlands (any spaces after are too dangerous or difficult for fast riding).Combat is handled via dice rolls per usual, but your items and special abilities can alter this. I.e. sora could roll 2 die and take the higher number. Like the Revised 4th Edition that this is based on, Kingdom Hearts T alisman’s large colorful board features 3 primary zones organized into rings. Rings are nothing more than a loop of spaces where you’ll have the adventures that make Talisman so beautifully frustrating. Spaces may have unique features, and typically direct you to draw some Adventure cards. The Outer Ring is where you’ll spend most of the game and is the least-dangerous. The Middle Ring’s spaces throw more Adventure Cards at you—potentially positive, but often punishing. The Inner Ring is is navigated one space at a time and culminates in the Door to Darkness; whoever seals this door gets a massive point bonus and likely (but not definitely!) will win the game. The trip to the centermost space, The Door to Darkness, is as perilous as ever and still requires each character to grind up some ability scores, Objects, and Followers through encounters across the regions of the board, but only promises to give the first player there an additional 5+1d6 victory points. It’s not nothing by any means, but it might not necessarily guarantee victory. Final Thoughts Overall, absolutely awesome game. The characters are each unique, the gameplay was fast, fun, and really really well themed! Highly recommend if you like board games! Your character board, as you will notice, will have different sizes of slots to fill to ‘ready’ one of your actions. You may only ‘ready’ an action if you roll the number of symbols required over the 3 dice rolls. For example, on his board Sora must roll 3 shield symbols over the course of the 3 dice rolls to ‘ready’ his Protect action. He could also ‘set’ his action in the same turn if he rolls another shield. The actions a character may take once they are ‘ready’, and ‘set’ are:

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