Fortune and Glory
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- For 2-6 players
- Takes about an hour to play
- Tons of top quality components
- Fun theme
- Lots of replay value
Frequently bought together
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FFP0501 Fortune and Glory The Cliffhanger Game by Flying Frog Productions LLC
It is the late 1930s and the world is in turmoil. Humanity is on the brink of war as imperialist nations in the Far East and Europe work aggressively to expand their domination. The Nazis have taken control of Germany and now spread darkness across the globe in their hunt for powerful occult artifacts that can give them the upper hand in the days to come. But the spirit of adventure and freedom will not be stamped out so easily.
Heroic adventurers from around the world answer the call, racing against time to hunt down ancient artifacts, explore deadly temples, and fight back the powers of darkness from engulfing the world in flames. It is a race of good versus evil and only a cunning and agile explorer can claim the ultimate prize ofa Fortune and Glory.
Fortune and Glory, The Cliffhanger Game is a fast-paced game of high adventure, vile Villains, edge-of-your-seat danger, and Cliffhanger pulp Movie Action. Players take on the role of a treasure hunter, traveling the globe in search of ancient artifacts and fending off danger and Villains at every turn in a quest for the ultimate reward of Fortune and Glory.
Featuring a beautifully rendered adventure map of the world as the game board, eight pulp adventure Heroes to choose from (such as Jake Zane the Flying Ace, Li Mei Chen the Night Club Singer and Martial Artist, or Dr. Zhukov Master of Science), an army of ruthless Villains and thugs (including the Chicago Mob and the dreaded occult-hunting Nazis), ancient Mayan Temples to explore with a Zeppelin hovering overhead, a wealth of coins to horde as Heroes collect fortune and glory throughout the game, and a unique mechanic of dangers to overcome and the classic cliffhanger moments of suspense that can result. Fortune and Glory is designed to create a pulp serial cinematic feel as the story and game unfolds.
So strap on your adventure bo
From the Manufacturer
It is the late 1930's and the world is in turmoil. Humanity is on the brink of war as imperialist nations in the Far East and Europe work aggressively to expand their domination. The Nazis have taken control of Germany and now spread darkness across the globe in their hunt for powerful occult artifacts that can give them the upper hand in the days to come. But the spirit of adventure and freedom won't be stamped out so easily. Heroic adventurers from around the world answer the call racing against time to hunt down ancient artifacts explore deadly temples and fight back the powers of darkness from engulfing the world in flames. It is a race of good versus evil and only a cunning and agile explorer can claim the ultimate prize of... Fortune and Glory. Fortune and Glory: The Cliffhanger Game is a fast-paced game of high adventure vile villains edge-of-your-seat danger and cliffhanger pulp movie action. Players take on the role of a treasure hunter traveling the globe in search of ancient artifacts and fending off danger and villains at every turn in a quest for the ultimate reward of fortune and glory. Featuring a beautifully rendered adventure map of the world as the game board eight pulp adventure heroes to choose from (such as Jake Zane the Flying Ace Li Mei Chen the Night Club Singer and Martial Artist or Dr. Zhukov Master of Science) an army of ruthless villains and thugs (including the Chicago Mob and the dreaded occult-hunting Nazis) ancient Mayan temples to explore with a zeppelin hovering overhead a wealth of coins to horde as heroes collect fortune and glory throughout the game and a unique mechanism of dangers to overcome and the classic cliffhanger moments of suspense that can result. Fortune and Glory is designed to create a pulp serial cinematic feel as the story and game unfolds. So strap on your adventure boots and goggles fire up the engines on the seaplane and grab some extra ammo for your revolver...
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This item Fortune and Glory
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|Sold By||Archlich||Lucky Lou's Game Emporium||Funrarity||Funrarity||allstartradingcardsandgames||Bear Toys & More|
|Are Batteries Required||No||No||No||No||No||No|
|Item Dimensions||11.8 x 23.2 x 4 in||2.75 x 12 x 7.5 in||7.5 x 12 x 2.25 in||11.5 x 18.75 x 4 in||12 x 12 x 3 in||2 x 10 x 10 in|
|Item Weight||7.5 lbs||1.3 lbs||1.5 lbs||8.5 lbs||—||1.85 lbs|
Top customer reviews
I'd like to think Jason C. Hill and I would be good friends. We seem to share a fair amount in common, if the games he designs are any indication. All the necessary genres are covered: zombies, aliens, a Sleepy Hollow-esque confrontation of good and evil, and Fortune and Glory, the game born from a love of 30's era pulp comics. I suppose it helps the majority of Flying Frog's games are, or can be, cooperative in nature, which allows me to play them solo as a result of my bridge-burning loneliness, but their track record is incredibly solid to boot. I say this with a caveat, which is going to give away my review before getting into the details, but Fortune ultimately falls short for me, though it's the only game in their library I'm lukewarm to, and the only game of theirs not hitting my table on a regular basis. In fact: I can't remember the last time I actually played it.
The setting is what first drew my in, just like it did with their other game. Players take on the role of pulp cliches like the Night Club Singer, the Flying Ace, or the Mad Scientist, all racing to raid tombs and temples in order to gain their guarded treasures while thwarting Nazis. Or the Mob. But really Nazis, because a Zeppelin > no Zeppelin. Nothing in that description is or sounds bad. And, what's more, the treasure system is brilliant, pairing two cards to create exactly what you'd expect when playing an interpretation of Indiana Jones, Lara Croft, or Nathan Drake, with names like The Spear of Hades or The Monkey Skull of Atlantis. Again I say: nothing in that description is bad. And further, there's the dangers you face, sand traps and sharks and boats and plane chases, all with the potential to have a cliff-hanger ending should you fail to pass the test. Here's where the cracks begin though. I love the concept of racing to cross a bridge with the treasure in sight when the path gives way and that Night Club Singer must ride the bridge down, hanging above the roiling river with an unsure grip. Those moments are wonderful. The trouble is: there's a deck of about one hundred of these cards, and that's a lot of flipping and die rolls. See: you draw a card from the bottom of the deck so the trial remains a mystery, roll dice appropriate to the skill you're testing - maybe Agility, maybe Cunning - if you pass, repeat, if you fail, flip the card for the cliffhanger and your turn ends. Treasures have certain numbers of trails which need completed in order to acquire them, so this draw/flip/roll might continue for quite a bit. What's worse, other players are just hanging out while you do this, and though they obviously don't want you to succeed, there's little motivation to be invested (I've found) due to the repetition. The narrative as a result of this random draw also suffers. I understand it's impossible to expect any fair amount of cohesion here, but when I'm in a temple and I go from quicksand to plane chase to fire pit to pygmis, I have a tough time stringing that into a workable line. This is a personal nitpick, and isn't terribly reflective of the game itself, just something I wanted to mention if you're anything like me. Pulls me out, as well as a moment inside a story featuring a wealthy British Lord stealing the Crown of Charlemagne from a Nazi zombie camp can pull you out, but there we are.
I think my biggest gripe is the lack of variety. Each treasure is worth a certain amount of glory (or maybe fortune, I get the two currencies confused), of which you need fifteen in order to win. After you've gotten your prize, Players will return to a city to turn them in for fortune/glory, and zoom off to the next temple or dungeon, of which four are active at any given time. This also allows for very little interaction between Players. As travel is somewhat cumbersome, even with the ability to fly between cities, there's little incentive to actually go after your opponent when it's much easier avoiding them altogether to delve into a tomb of your own. Otherwise, you run the risk of them beating you to the treasure or injury, both of which are a waste of time. Couple this with trying to avoid Nazi leaders doing their own digging, and even multiplayer games tend to be incredibly single player. This may simply be the way I've chosen to play, and again a possible reflection on style versus rules, but after about a dozen games, it sums my experience pretty well.
There are a lot of pieces. That's typical of most Flying Frog games, but after you're done getting everything set up, the reward for your time in terms of gameplay just isn't worth it to go through the setup in the first place. I see they have expansions out, and maybe they mitigate some of my complaints, I don't know. While I haven't read up on them much, I have a difficult time believing the core game would be changed radically enough to address them. There's so much potential (there should be given the theme and volume of cards/possibilities), but with no real motivation to seek out anything but treasure and ignore everything else, much of that potential feels wasted. I can think of only a game or two where I actually went after gear to buff up my character in a meaningful way, where in something like Arkham Horror or Flying Frog's own A Touch of Evil, tougher choices need to be made, and all options explored.
Personally, this is a non recommend. Everything on paper looks good. I want it to be great. Heck, I asked for their newest game Shadows of Brimstone for Christmas, and hope to get it. It too sounds perfect on paper: Lovecraftian horror set in the old west? Yes. Just... yes. And I still count Flying Frog's track record as outstanding. So I have hope. Fortune just doesn't do much for me outside the setting. Which is a shame.
One criticism I have, which I think might be addressed in some of the expansions, is that the print on some of the cards is very fine, and does not contrast well with the background, making it hard to read.
Otherwise, the parts and presentation are top notch, and I think the central theme of the game is well-maintained by all components and aspects of the game. If you haven't used the soundtrack as a backdrop, you should, it's well done!
If games measured greatness on the number of choking hazards in the box (which they should be), this would be the single greatest game of all time. It's definitely a solid game that's worth adding to the collection if you can spring the money and have a love of Pulp adventure. It has a bunch of detailed minis, gorgeous plastic currency tokens, a bunch of awesome and unique cards, and so much fun to be had.
The ability to have cooperative games, competitive games, team games, and player v. player v. board scenarios BEFORE buying the expansions creates SO MUCH replayability that it deserves to be on your shelf.