Donald M.
United States
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I just stumbled into the review of this game. I was wondering what sets this game apart from like games? I'm not an PRG fan usually, but if it is a good fun game I would consider it.
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Tom Chick
United States
Tujunga
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Here are way too many words that try to explain what sets it apart:

http://www.quartertothree.com/fp/2018/04/06/hexlore-its-uniq...

Man, the guy who wrote that sure can drone on!

-Tom
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Fred
France
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TomChick wrote:
Here are way too many words that try to explain what sets it apart:

http://www.quartertothree.com/fp/2018/04/06/hexlore-its-uniq...

Man, the guy who wrote that sure can drone on!

-Tom


What a wonderful review Tom !
Reading it almost make me want to give Hexplore It a second chance.
However, in a world where I have recently received Mage Knight, Gloomhaven, Dungeon Alliance and just yesterday the city of kings...I am not sure Hexplore IT has its place.

I think in the end you nail perfectly the things that does not really appeal to me, i.e., the sandboxy, no definite objective, nature of the game. I feel that Hexplore it thends to overstay its welcome...
Also, I am not a fan of the markers, when almost every turn you have to erase something to remove food, add gold...I don't know how you manage w/ 4 characters : I only did !
 
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Mr G
United Kingdom
Hatfield Heath
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TomChick wrote:
Here are way too many words that try to explain what sets it apart:

http://www.quartertothree.com/fp/2018/04/06/hexlore-its-uniq...

Man, the guy who wrote that sure can drone on!

-Tom


That article is exactly how I feel about Hexplore It.

It's like stepping back to 1982 and playing an unlimited pen and paper D&D campaign with my mates. DM is 'winging it' and helping out the party so they stay alive. Min / max stats and abilities through basic arithmetic, so you feel smart when you hit the cool combo.

The Circumstances and the Quests and the exploration of the map feel like home brew DM scenarios, whilst the big BOSS battles are the 'official D&D Modules' that we played from time to time in the flow of the campaign.

One other cool thing is that having the Quests open feels like 'rumours' picked up from the inn. Circumstances feel like the random encounter table from the Dungeon Masters' Guide or Wilderness Survival Guide.

The only thing missing is the actual role-play / conversational / investigative intrigue style elements.

It feels entirely different to Gloomhaven which is a super tightly nuanced tactical game set in a fantasy setting. Also different to most 'Dungeoncrawl' games, which again are tactical. Most similar game for me, other than old school D&D, is Runebound 2nd Ed.

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Alex B
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Dosn't the final battle, inevtiable, cramp any feeling of real exploration/adventure/role playing?
 
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Mr G
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ACBez wrote:
Dosn't the final battle, inevtiable, cramp any feeling of real exploration/adventure/role playing?


Not to me. There's plenty of exploration and adventure as the heroes study the map, make plans, get thwarted, etc. The fight at the end is like facing Sauron / the big boss / etc at the end of the 'D&D module'. You know there will be a big boss at the end.
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leonardo balbi
Brazil
Rio de Janeiro
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One thing I dont get it . All players stay together all the time ?
 
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Tom Chick
United States
Tujunga
California
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labalbi wrote:
One thing I dont get it . All players stay together all the time ?


Yes. One marker/mini represents the location of all players on the board. It's a party-based game.

-Tom
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Aaron Larsen
Thailand
Pathum Thani
Pathum Thani
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Great review Tom. I don't have Valley of the Dead King but I did back Forest of Adrimon. I imagine they will tighten up the game and the rules for the second one.
 
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