Runebound: 2nd Edition
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- Includes 12 finely detailed plastic hero miniatures
- An expandable game of fantasy adventure
- For Ages: 12+
- Number of Players: - 6
- Playing Time: - hrs
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From the Manufacturer
The marketplaces are quiet; the streets deserted. The rumors in the taverns and the whispers in the inns all suggest the same the evil necromancer Vorakesh is raising undead legions to help him bring back Margath, the High Lord of All Dragonkind. If the realm has ever needed heroes, this is the time! In Runebound, up to six players can adventure in fantasy realm full of danger and peril. Travel down raging rivers, explore dark and mysterious forests, and fight all manner of heinous beasts intent on stopping you from your goal destroying the great dragon Margath before he destroys the land! Runebound Second Edition, the new standard in adventure board games, is all you liked about the original best-selling game and more. complete revision of the original, Runebound Second Edition has an updated game board, revised rules, new and more challenging monsters, and twelve plastic figures to represent the stalwart heroes of the realm. This epic game of high fantasy is now better than ever! Runebound is fantasy adventure board game for 2-6 players.
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|Are Batteries Required||No||No||No||No|
|Item Dimensions||11.75 x 3 x 11.75 in||5 x 6.75 x 1.75 in||5 x 6.75 x 1.75 in||11.75 x 3 x 11.75 in|
|Item Weight||3.4 lbs||4 ounces||4 ounces||2.59 lbs|
Top Customer Reviews
Play is relatively simple, although the first game or so will go slowly as players adjust to the system. Each player selects a hero, gets some gold, then sets to adventuring. Terrain dice are rolled to determine how players may move during their turn. Players finishing their move on a city may heal wounds, sell treasure, and buy equipment or hire allies. Players who finish their move on an encounter space may trigger a game-altering event or be given a quest, but will always have to fight a monster. Combat is fairly simple; roll the supplied dice, add the character's combat value, and see if the total beats the monster's. Defeat enough monsters and your hero collects gold and experience, which in turn enables him or her to improve his combat power. There are four levels of encounters to be fought; the player who defeats the final boss monster (or three sub-bosses) in the toughest level wins the game.
The rules are well-written and have clear examples of what players may and may not do during their turn, but care needs to be taken while reading them. I recommend players play through a few turns slowly with the rules in hand as they figure out the game.
'Runebound' also has quality components. The many cards are printed on heavy stock, the counters are made of thick cardboard, and the dice are heavy and solid. The map seems durable for the light use it should see. There are also 12 plastic miniature heroes; sadly, these aren't painted, but they do match their pictures on the hero cards.
The real beauty of the 'Runebound' system is its replayability. After playing the enclosed game a few times players may look for a new challenge. The publisher has already released expansion card sets and map sets that expand on the original adventure, and imaginative players could easily design their own adventures.
'Runebound' is a good family game; players as young as 8 could probably play the game without much difficulty. I recommend it for anyone looking for something light but fun to fill a Saturday evening.
Suggested Players: 2-3 (supports many more)
In this game, by Fantasy Flight Games, you are one of 12 heroes with different powers and abilities, attempting to stop the evil dragon lord Margath. Along the way events will happen which will change the face of the game board and how it is played, monsters will be slain, experience earned and levels achieved. Items will be bought, found and used to help ease the bloody work of slaughtering monsters, advancing to ever increasing challenges until you can step toe-to-toe with the dragon lords and Margath himself. This is the basic premise of Runebound. Now, lets break it down.
The artwork is generally good. The game board is attractive enough with various types of terrain divided hexagonally. Hero artwork is fine, though some is better than others. Monsters are generally great with a few exceptions and items are as good as can be expected. Nothing stands out as "ugly" and almost everything appears professional, note however that little of it is terribly memorable.
Runebound will last countless play sessions due to it's durability (and I must note that Fantasy Flight Games has top notch customer service if something does break on you). The board is of heavy card board stock and is highly unlikely to break, the counters are made of the same stuff, very thick and heavy. The hero figurines are made of tough high grade plastic and the cards are almost so tough that shuffling the (many, many) quests and items can be somewhat laborious.
Your turns consist of the follow: Roll movement dice (depending on whether you're hurt or not, you'll roll 4 or 5) and based on the dice move your hero. This is one of the more unique aspects of Runebound because the dice do not have numbers, instead they have images of terrain often 2 or 3 per side and you may move your character based on what types of terrain you rolled. For example, Jimmy rolls his dice and gets one with roads-plains-hills so he can move onto either roads OR plains OR hills with that die; on another he gets rivers-mountains so he can then use that to move onto rivers OR mountains; etc. down the line. Some terrain types are more common than others, such as roads vs. mountains.
The goal of movement is obviously to get somewhere. You'll be headed either to quest markers (green, yellow, blue, red; in order of difficulty from easiest to most difficult) or one of the 8 towns on the game board.
Towns are where you go to heal and buy items or allies. On the right side of the board is a series of "market stacks" one for each town. When you arrive in a town you may choose to spend gold to heal damage of fatigue on your hero; you may also shop for items. When you do this, an item is drawn from the market deck and placed in the appropriate market stack, then, you may choose to buy one or more items or allies (who help you in battle) from the stack.
Quests are the heart and soul of Runebound, they involve you resolving encounters with enemies and challenges which may involve your character performing physical or mental feats, delivering a merchant to a town, collecting fungus in a swamp for gold or any number of other things; however, monster encounters are the most common. Once a monster has been defeated the quest token is taken from the board, and added to your experience pool, and gold or items are awarded.
Finally, at the end of your turn (if you can) you can spend your experience points.
If you're looking for a laugh riot of a game where your actions heavily influence the actions of the other players... well, you're looking at the wrong game. Runebound has been called a sort of fantasy solitaire. Sure, you put pressure on the other players by trying to advance the quickest and kill Margath and you CAN attack each other (though I do not recommend it), most of the game is about moving and fighting and neither involves much interaction from the other players. Also, I don't suggest playing this with more than 3 people (including yourself) as it can get very lengthy otherwise and people will begin to get impatient and disinterested in the game if they have to wait forever for their turn unless you have a dedicated and patient gaming group. Interestingly, this game also lends itself well to solo play, so, if you don't have anyone to play with and wish to go dragon slaying, you can and it's almost as much fun.
Overall, I'd suggest this game if killing monsters and collecting items is your type of game and if you know other people who feel the same. This is NOT a game for the impatient, unimaginative or time pressed. It can take 3-4 hours to complete a game, more if you choose to play with more than 3 people and you're inexperienced. Also, you may wish to play the game in segments, that is, play some one night and finish it the next, it lends itself well to that as well.
Since my group plays a lot of different board games, it will take a good time before I feel the need to get an expansion, but it's comforting to know they are there.
Never thought of playing it alone. Can't see the fun in it. Be warned, however, that even saying that the game is for 2-6 players, the rulebook itself states clearly that it's better for 3-4 players. This is basically due to the downtime between each player's turn. The game is played in old-fashioned way "in my turn I do everything and only I do everything". That's the reason why 3-4 is best: time. Other than this, well, I think you can play it with 7, 8 players!
There's also a weird characteristic for RPG games: this is not a cooperative game. There are rules for determining the sole winner. It is as if a bunch od adventurers had the same objective, but are working completely independently from each other, even batlling amongst themselves it is needed. Our group, hoewever, stablish rules for players do not attack themselves.
Enjoy this gorgeous and funny game.