Productafmetingen | 29,21 x 24,13 x 8,89 cm; 1,26 kg |
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Door fabrikant aanbevolen leeftijd | 13 jaar en ouder |
Modelnummer item | BWGBGM344 |
Stopgezet door fabrikant | Nee |
Taal: | Engels |
Modelnummer | BWGBGM344 |
Aantal spelers | 1 to 4 |
Aantal items | 279 |
Montage vereist? | Nee |
Batterijen vereist? | Nee |
Batterijen inbegrepen? | Nee |
Materiaalsoort(en) | Karton |
Afstandsbediening inbegrepen? | Nee |
Kleur | diverse kleuren |
Publicatiedatum | 24 augustus 2022 |
ASIN | B09WBWHRQB |
Afbeelding niet beschikbaar
kleur:
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Oproep tot avontuur: Epische oorsprong
Aankoopopties en uitbreidingen
Leeftijdscategorie (beschrijving) | Volwassene |
Aantal spelers | 1 to 4 |
Merk | Brotherwise Games |
Thema | Fantasy |
Materiaal | Karton |
Kleur | diverse kleuren |
Inbegrepen componenten | [Meer dan 190 gekleurde kaarten", '24 gepersonaliseerde runes', '4 spelers', 'rulebook', '60 chips'] Meer bekijken |
Verpakkingsinformatie | Doos |
Speciale kenmerken | Multisessie-campagnemodus met ontgrendelbare inhoud |
Aantal items in pakket | 1 |
Over dit item
- Heritage-kaarten introduceren klassieke fantasie-races zoals elfen en dwergen.
- Nu kunt u kiezen uit een van de 12 iconische Class-kaarten.
- Dubbelzijdige tegenstanderkaarten voegen diepte toe aan het Solo en Co-Op-spel.
- Staat alleen, maar is ook 100% compatibel met de originele Call To Adventure.
- Introduceert een campagnemodus voor meerdere sessies met ontgrendelbare inhoud.
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Klantenrecensies |
4,6 van 5 sterren |
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Plaats in bestsellerlijst | #195.496 in Speelgoed & spellen (Top 100 in Speelgoed & spellen bekijken) #1.698 in PlayStation 4-games #6.082 in Kaartspellen (Speelgoed & spellen) |
Datum eerste beschikbaarheid | 2 februari 2023 |
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Productbeschrijving
Maak je held. Gooi de runen weg. Claim je lot! Call to Adventure: Epic Origins is de volgende editie van de bekroonde gameserie Call To Adventure. Het heldenbouwkaartspel bereikt nieuwe hoogten met klassieke rassen, klassen en fantastische uitdagingen.
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Klantenrecensies
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- 5 sterren4 sterren3 sterren2 sterren1 ster4 sterren74%17%5%0%4%17%
- 5 sterren4 sterren3 sterren2 sterren1 ster3 sterren74%17%5%0%4%5%
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martineBeoordeeld in Canada op 16 december 2024
1,0 van 5 sterren Les boîtes toujours brisés
Tellement décevant de commander 2 jeux et que les deux boîtes sont brisés.
martine
Beoordeeld in Canada op 16 december 2024
Afbeeldingen in deze recensie -
Olm W.Beoordeeld in de Verenigde Staten op 14 maart 2023
5,0 van 5 sterren Fantastic game . . . but for solo rpg'ers you'll have to institute some 'house rules'.
I bought Call to Adventure and Epic Origins together and love both, though I have since combined them after about 30 games with the former and 10 games with latter. I play solo because my hours are wonky and I don't have time to schedule game sessions with a group.
Epic Origins plays a bit different than Call to Adventure, and is slightly harder but still lots of fun. I suggest buying both then after playing a couple games of both to familiarize yourself with the rules to combine them (pretty much all you leave out are the Adversary cards from Call to Adventure as they are already included in Epic Origins but have been buffed, as well there are other Adversaries in Epic Origins to include in the mix).
The games may seem complicated at first because of all the many little working parts but once you learn the rules after a couple of games you'll understand them easily enough. These are a great value for the money, the artwork on the cards is awesome, and though I suggest buying both and eventually mixing them, if you're on a tight budget then buy Epic Origins over Call to Adventure as it's been more streamlined as well it has a more in-depth solo rule set.
*NOTE to solo rpg'ers like myself: if you solo Epic Origins (or both combined) then you WILL have to institute some house rules because this game is specifically designed for a four-person party. That means the Adversary you confront at the end of Act 2 and the Final Adversary you confront at the end of Act 3 are very hard to defeat because as per the rules they both START with 5 experience tokens as well possibly accrue more while you're playing. For the solo rpg'er this is almost an impossible task because the game is designed around a four-person party taking turns whittling down the Adversary's/Final Adversary's experience tokens as a team effort until one of you finally beats them. With solo play this isn't an option; you have one shot against each, no whittling, and even if you get all 6 runes necessary to battle that particular Adversary/Final Adversary, they might have earned more experience tokens during your playthrough that could actually make it impossible for you to roll high enough to beat them.
So I suggest two options: For EASY, you institute the original Call to Adventure solo rules in that the Adversary & Final Adversary both start with no extra experience tokens and only possibly accrue them while you are playing, for NORMAL they start with 1 experience token each, for HARD you start them both with 2 experience tokens, and for EXPERT you start them with 3 experience tokens each . . . as well they still can accrue more while you play to reach them.
And when you battle them solo you don't try to whittle down their experience tokens because you only have one shot against each, so instead you add their experience tokens to their challenge rating and if you roll it or over it you beat them.
You can also institute the original CtA solo rule that if either gains 5 experience tokens before you battle them then you lose the game, if you wish to throw that in for kicks because it does change how you play the game as in which cards you'll pick and play and such before you battle them, since with solo most people hunt the two sets of runes to help fight them and then worry about gaining points, but with this rule in play it changes that strategy. As well if you fail a challenge, the Adversary/Final Adversary always gains 1 experience token along with yourself.
These games are extremely fun separate, but my advice if you buy them both is to only play 2 or 3 games of Call to Adventure and 2 or 3 games of Epic origins to learn their rules as well the slight differences between them and then mix them together before the cards become stale and play with Call to Adventure solo rules though use Epic Origin's rules with the aforementioned minor adjustments above of battling the Adversary at the end of Act 2 and the Final Adversary at the end of Act 3.
BTW, in Call to Adventure solo you only have 1 Adversary and they are your ninth card. In Epic Origins you battle the Adversary at the end of Act 2 after you've drawn 6 cards, and you battle the Final Adversary at the end of Act 3 after you're drawn 9 cards, not 8.
Plus, in CtA you draw a hero/antihero card whenever you roll the white/black double triangles rune (along with an Adversary/Final Adversary action card), but in Epic origins you have heritage cards that change this, so if you mix them and use the Heritage cards remember to look at what it allows you to do whenever you roll the white/black double triangles rune.
ALSO REMEMBER when playing solo you MUST add up your destiny points BEFORE you battle the Final Adversary and not after as in normal group play. The reason being is that depending on your total, the Final Adversary might gain even more experience tokens to make the final battle harder. A per the rules: beginner, if you have less than 25 Destiny Points, the Final Adversary gains 1 extra experience token before the final battle. For experienced players: if you have less than 30 Destiny Points, the Final Adversary gains 2 extra experience tokens before the final battle.
I also suggest buying card sleeves for your cards. For the larger 'tarot-sized' cards I recommend
TitanShield (150 Sleeves) Clear Tarot Size Card Sleeves (as of me writing this they are only $14 for 150 of them). They fit perfectly, are very durable, make shuffling a breeze, and are well worth the money. If you only buy one game then 1 pack of 150 TitanShield sleeves will do you with some left over, but if you buy both then you'll need to buy two 150 sleeve packs like I did and you'll still have a little left over.
All in all this game is a definite recommend. And believe me, if you can afford both then do so because mixing them together adds TONS of hours of replayability either alone lacks after about 20 games played because the cards repeat and begin growing stale.
And don't worry if you eventually want to separate them after mixing them, all Call to Adventure cards have 2021 printed on their bottom and all Epic Origin cards have 2022 printed on their bottom so it's easy to dived the two games.
Playing these games will take you about 45 minutes to an hour the first couple of times as you learn the rules, but after that you can solo a session in about 20 minutes to half an hour, including set up and putting it away.
Enjoy!
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Rui Viegas VazBeoordeeld in Spanje op 29 maart 2023
5,0 van 5 sterren Bom jogo
Entrega rápida e em boas condições. O jogo é bastante bom, é pena a qualidade/preço n ser tão bom quanto outros board games.
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DanielBeoordeeld in de Verenigde Staten op 5 februari 2024
5,0 van 5 sterren this game is so much fun
we LOVE this game! it's a lot of fun.
I love how you can build a characters story at the end of the game, and if you play ttrpg's this is a great tool to build a backstory and alignment for a character (player or npc)
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James D. AikinBeoordeeld in de Verenigde Staten op 30 september 2024
4,0 van 5 sterren Interesting Gameplay, So-So Production Values
I own the original Call to Adventure. I bought Epic Origins version for the new cards and the expanded gameplay, which includes a campaign mode. Haven't had a chance to try it yet. If you buy only this version you can play the game just fine, as it's complete, not just an expansion. But mixing it with the original is not ideal. The player boards are more flimsy, and the Corruption tracker has been moved from the left edge to the right, so if you happen to want to play with five players the boards won't all match. The Experience tokens are not plastic, as in the original; they're punch-out cardboard, which is a bit tacky. The card backs are slightly lighter in color, so if you shuffle them in with the original cards the players will be able to see which type is coming up, not that that matters; it's just an aesthetic consideration. It's nice to have an extra set of runes in case one gets lost; they look the same as in the original game, but I can't give this five stars because of the cheap Experience tokens and the flimsy player boards.