Merci pour le retour. C’est bien d’avoir des avis sur des expériences de jeu
Je précise que je n’ai pas pu écouter la vidéo (impossibilité technique à l’instant t), mais j’ai l’espoir que si problème il y a, il a été résolu car il n’y a qu’un seul retour négatif sur le fil que tu donnes et il date d’août dernier.
Je serais attentif à ce qui sort sur le sujet vu que en effet, sur le papier, le jeu m’intéresse beaucoup
EDIT: Un avis que je trouve plutôt nuancé du fait que la personne était très sceptique à la base, et datant de fin novembre:
I had a chance to play a full game of Edge of Darkness at PAX Unplugged and wanted to jot down some quick impressions for those looking for information.
I played Mystic Vale when it first came out. I found the card crafting mechanic interesting and fun, but the game wore out its welcome after only a few plays. Unlike MV where the mechanic is the entire game, the card crafting in EoD is only a part of the gameplay. Another thing that sets it apart is that you actually build enemies at the same time you build your deck. The reverse side of every card is an enemy that may attack you, and every time you insert a plastic addition, you make the enemy stronger.
That Tower Thing…
Speaking of enemies, that plastic tower is what determines what enemy attacks and who it targets. Each player draws cubes from a bag each turn and drops them into the tower. The colors get randomized and when 7 cubes accumulate on an enemy, it attacks the player with the most cubes on it. After the attack resolves, the enemy is discarded and a new card is drawn from the bottom of the common deck and flipped to its enemy side in the empty space. Remember that awesome card you built with all three spots filled to give you a super-turn? It’s now a 7-point monster poised to rain destruction on you.
At its heart, this is a worker placement game. There are 10 locations each game and I was told there will be many to chose from when the game launches. These spots allow you to attack enemies in the aforementioned cube tower, defend from impending attacks, draw money from the treasury, add workers, claim neutral cards, etc. Each player drafts their hand from a common deck and adds one insert to one card each round. You can draft any card and use any action, but you need to pay your opponents to use cards that bear their insignia. Of course, everything you do will gain or cost you end game victory points.
After reading some overviews, I was worried that this game would be a jumbled mess, that there would be too much going on. After learning and playing it though, I found the gameplay smooth and intuitive. Turns move quickly and the enemy tower works as a timer that you can use to anticipate and plan for attacks. Our 3-Player game took less than two hours to include teaching and we were taking our turns without help by the second round. Our game played out much differently than any other games played that day even though we all had the same setup. This is the game John D. Clair designed for his card crafting mechanic and it shows. I look forward to seeing what AEG can do with it and will be a day 1 backer when the Kickstarter launches next year.
Source: https://boardgamegeek.com/thread/1889834/first-impression [/quote]