Think I'm just skipping all campaign games until ctg comes with the elder scrolls game. What did you think of the heroes of might and magic 3 campaign. Nostalgia glasses got me to 1 dollar back.
It's the price for me. I find it odd that a game oriented towards a lighter experience with a pretty short campaign and almost marketed as a gateway game has such a high price tag. $100 + $34 for shipping seems like a steep entry point. That $150 msrp is wild. I was actually really looking forward to this game as I liked the artwork and usually like deck builders and campaign games, but I just don't see the value here. Nanolith isn't a perfect comparison, but seems like you get way more game for less money.
I think they expected a much warmer reception based on their stretch goals, and maybe they hid some of the value in those. I'm guessing it will be a cancelled and relaunched campaign.
@@OneStopCoopShop Interesting, what about the game turned you off to it? I could definitely understand passing on both games, there are some exciting campaigns coming up still this year.
@@OneStopCoopShop I think there is definitely a struggle there, I don't think their english is perfect. I'd be lying if I said it didn't make me a bit nervous for a narrative focused game, but overall I'm willing to give it a try. Thanks for the info and the review!
Dara went to sleep and woke up with a heck of an accent! lol, Thanks for the play Mike, this one looks interesting, I'm curious if you'd say it's worth the cost. Seems a little expensive for what you get.
Haha, yeah, I realized the accent flub while editing 😅 Value will depend on each person and their tastes. For me I think it’s a bit too expensive, though I appreciate the team’s work, the great art (that they are actually paying a fair wage for), etc
Man, you hit me dead center with a solid MAYBE. From your impressions of it being lighter/more accessible it seems like it would be good to play with my wife, but then you said the boost mechanic doesn't really shine at 2 players. But with it being on the lighter side and the activation system potentially making long down times for 3 or 4 players, I'm not sure if I would gel well with my gaming group. It does look like a fairly interesting game though with setup not being too much of a headache.
@@OneStopCoopShop Upon further consideration, I think I'm gonna have to pass. I have several games similar to Kinfire and I've had my eye on Rivet Wars and Battle for Greyport for quite some time but discovered them after they went out of print. So now that they are making a return, I don't want to miss the opportunity and I have to make cuts somewhere since money and time aren't in infinite supply, lol.
Hi think is an easy to table narrative adventure games for people that don't want super big rulebook to read. I'm interested but, althought they are addressing some high cost issue, seems still a bit high comparing to other games.
Don't want to be negative, because the game looks amazing - especially the standees instead of minis, but it really looks like very overproduced "choose your own adventure" book with a light combat module added 🎩
The initiative seems pretty swingy. What if you get 6 enemy activation in a row, get 2 heart and 2 darkness, reshuffle then get 6 enemy activation again? I mean even in the playthrough it seems like the enemy is always moving all the time. I never saw an initiative system like this where the enemy can move over and over again. I mean it's murphy law, so some player might have the worst luck
It definitely does not have safeguards to prevent the extreme luck you mentioned, at least not yet. It’s interesting to compare it to Aeon’s End and Tales from the Red Dragon Inn, both of which have similar systems but ensure equal turns for all characters
Thanks ,this one is not for me.I prefer something much meatier. Also while i do like that the maps are preset and pre-printed,it also makes it boring because you know you will always fight on a same size map.Maybe if they would potentailly combine 2-3 binders for bigger maps?There is a game that did that recently if i remember correctly.
Loved your reading; can see you as a fun roleplayer! Also not crazy about the initiative. The action/card play doesn't really appeal to me either as it doesn't convey the sense that I DID something. I liked the RP story elements, but mechanics don't compliment it the way I'd want.
The production values seem great and I think what you showed of the writing and worldbuilding seems at least tentatively interesting and certainly competently enough executed. But that initiative system is pretty much a dealbreaker for me, I think - it's my least favorite thing about Aeon's End and that game never has more than two Nemesis turns per cycle, which means even with maximum bad luck you're looking at 4 enemy turns in a row. Here it seems like you could end up having 8, 10, 12 or more enemy turns all in a row. And yes, that would mean you'd get long chains of your characters acting without stopping but that's not fun either, especially in a system where you're applying single-shot status effects that are triggered by enemy turns. And even if they take the feedback about initiative on board I'm not really seeing very much that excites me in the combat system. And I'm really not sanguine about progression where you're regularly having to consider whether your new option is even better than the thing you already had.
Really good points. Especially the critique of the initiative as related to status effects… you’re right that the swings of activation timings can remove the “bite” of those statuses
Great playthrough! I was thinking about backing this one up this month (after Nanolith and Battle for Greyport) but you saved me those 160$ (including VAT) for this really bland looking game from first time creator trying to jump on kickstarter popular adventure games bandwagon. Thank you!
Kickstarter - www.kickstarter.com/projects/ahj00ma/kinfire-chronicles-nights-fall
0:00 - Introduction
0:48 - Game Overview
1:33 - Town Exploration
8:45 - Quest
15:52 - Battle Set-Up
20:00 - Combat
51:58 - Impressions
Think I'm just skipping all campaign games until ctg comes with the elder scrolls game. What did you think of the heroes of might and magic 3 campaign. Nostalgia glasses got me to 1 dollar back.
I avoided looking into it too deeply for that exact reason - the fear that nostalgia would lure me in when I honestly don’t have time to play :)
This looks great and I love solo-focused games so thanks for bringing it attention ^^
Nice, glad the video was helpful!
Thanks for sharing.
Thanks for watching :)
It's the price for me. I find it odd that a game oriented towards a lighter experience with a pretty short campaign and almost marketed as a gateway game has such a high price tag. $100 + $34 for shipping seems like a steep entry point. That $150 msrp is wild. I was actually really looking forward to this game as I liked the artwork and usually like deck builders and campaign games, but I just don't see the value here. Nanolith isn't a perfect comparison, but seems like you get way more game for less money.
I read the rules for Nanolith, and they didn’t appeal to me much, but I didn’t actually play it. I think I might pass of both games 😅
I think they expected a much warmer reception based on their stretch goals, and maybe they hid some of the value in those. I'm guessing it will be a cancelled and relaunched campaign.
@@OneStopCoopShop Interesting, what about the game turned you off to it? I could definitely understand passing on both games, there are some exciting campaigns coming up still this year.
Hard to recall at this point. I remember the rules weren’t organized in a way I found helpful, so maybe I was just struggling to understand 😅
@@OneStopCoopShop I think there is definitely a struggle there, I don't think their english is perfect. I'd be lying if I said it didn't make me a bit nervous for a narrative focused game, but overall I'm willing to give it a try. Thanks for the info and the review!
great playthrough. thanks for that. I did hate that initiative system, tho.
I think it’ll be great for some (building tension and excitement), and not so great for others :)
Dara went to sleep and woke up with a heck of an accent! lol, Thanks for the play Mike, this one looks interesting, I'm curious if you'd say it's worth the cost. Seems a little expensive for what you get.
Haha, yeah, I realized the accent flub while editing 😅
Value will depend on each person and their tastes. For me I think it’s a bit too expensive, though I appreciate the team’s work, the great art (that they are actually paying a fair wage for), etc
Man, you hit me dead center with a solid MAYBE. From your impressions of it being lighter/more accessible it seems like it would be good to play with my wife, but then you said the boost mechanic doesn't really shine at 2 players. But with it being on the lighter side and the activation system potentially making long down times for 3 or 4 players, I'm not sure if I would gel well with my gaming group. It does look like a fairly interesting game though with setup not being too much of a headache.
Maybe is right where I’m falling too! 😅
@@OneStopCoopShop
Upon further consideration, I think I'm gonna have to pass. I have several games similar to Kinfire and I've had my eye on Rivet Wars and Battle for Greyport for quite some time but discovered them after they went out of print. So now that they are making a return, I don't want to miss the opportunity and I have to make cuts somewhere since money and time aren't in infinite supply, lol.
I was just looking at Rivet Wars too. And Greyport is fabulous.
Hi think is an easy to table narrative adventure games for people that don't want super big rulebook to read. I'm interested but, althought they are addressing some high cost issue, seems still a bit high comparing to other games.
Yeah it’s interesting. Sort of an accessible game, but not at an accessible cost
Don't want to be negative, because the game looks amazing - especially the standees instead of minis, but it really looks like very overproduced "choose your own adventure" book with a light combat module added 🎩
I think that’s a fair description. Though you could describe some games I really love like Roll player adventures in a similar way :)
@@OneStopCoopShop but it's not 150$ a pop ;)
The initiative seems pretty swingy. What if you get 6 enemy activation in a row, get 2 heart and 2 darkness, reshuffle then get 6 enemy activation again? I mean even in the playthrough it seems like the enemy is always moving all the time. I never saw an initiative system like this where the enemy can move over and over again. I mean it's murphy law, so some player might have the worst luck
It definitely does not have safeguards to prevent the extreme luck you mentioned, at least not yet. It’s interesting to compare it to Aeon’s End and Tales from the Red Dragon Inn, both of which have similar systems but ensure equal turns for all characters
@@OneStopCoopShop yeah that's the more normal way to go, bardsung also has similar system but ensure everyone get to go as well
Great playthrought as always. They need to redo that initiative mechanic, too swingy. Being pummeled with almost no way to react doesn't seem fun.
I’m sure some people will enjoy it… but I’d love an optional variant :)
Thanks ,this one is not for me.I prefer something much meatier.
Also while i do like that the maps are preset and pre-printed,it also makes it boring because you know you will always fight on a same size map.Maybe if they would potentailly combine 2-3 binders for bigger maps?There is a game that did that recently if i remember correctly.
Tidal Blades 2 had the combined maps thing, and it works well there
Loved your reading; can see you as a fun roleplayer! Also not crazy about the initiative. The action/card play doesn't really appeal to me either as it doesn't convey the sense that I DID something. I liked the RP story elements, but mechanics don't compliment it the way I'd want.
Haha, I’m more often the DM than a player, but yes, I love a good RPG when I have the time
The production values seem great and I think what you showed of the writing and worldbuilding seems at least tentatively interesting and certainly competently enough executed. But that initiative system is pretty much a dealbreaker for me, I think - it's my least favorite thing about Aeon's End and that game never has more than two Nemesis turns per cycle, which means even with maximum bad luck you're looking at 4 enemy turns in a row. Here it seems like you could end up having 8, 10, 12 or more enemy turns all in a row. And yes, that would mean you'd get long chains of your characters acting without stopping but that's not fun either, especially in a system where you're applying single-shot status effects that are triggered by enemy turns. And even if they take the feedback about initiative on board I'm not really seeing very much that excites me in the combat system. And I'm really not sanguine about progression where you're regularly having to consider whether your new option is even better than the thing you already had.
Really good points. Especially the critique of the initiative as related to status effects… you’re right that the swings of activation timings can remove the “bite” of those statuses
But it could be something great to play with kids!, right?
I think so. The shorter length of one battle and the accessible rules are all family friendly
Great playthrough! I was thinking about backing this one up this month (after Nanolith and Battle for Greyport) but you saved me those 160$ (including VAT) for this really bland looking game from first time creator trying to jump on kickstarter popular adventure games bandwagon. Thank you!
I don’t find it bland. I love the art and it has cool world-building. But the gameplay mechanics didn’t wow me 😅
@@OneStopCoopShop I love good world building, but the game needs to be better to engage the player.