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Box front (french edition)

L'Ordre de Veiel: Chapitre II – L'Héritage du Roi (2022)

Players
1–7
Best: 1, 2
Playing time
45–180 min
Age
15+
8.22
Average rating
23
Ratings
3.00/5
Weight
Designer:Alexandre Rousseau, David Rousseau
Artist:Coline Chausse, Shredderdima
Publisher:PARIA
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 5, Luck 5, Interaction 9, Complexity 6, Theme 10
Strategy5.0
Luck5.0
Interaction9.0
Complexity6.0
Theme10.0

This game's strategy, luck, interaction, complexity and theme.

FantasyAdventureMedievalExpansion for Base-gameTeam-Based GameCooperative GameRole PlayingCritical Hits and Failures

Overview

This game is the second chapter of a trilogy initiated by The Order of Veiel. This chapter gets deeper into the mechanisms of Chapter 1, with a new combat system, new monsters, new heroes and new equipments. Chapter 2 kicks off the story, quests, scenarios and most of all: choices.

The Order of Veiel is a cooperative game taking place in a dark and complex fantasy universe. Intended for 1 to 7 players, the game offers a team of adventurers the chance to face the merciless dungeon master and his corrupt hordes of monsters. You must do your best to overcome the torments of the crypt. Mutual aid, reflection and decision-making will be key for your journey.

You can either play against the game or against another player. If you face a player, he'll become the dungeon master by creating the dungeon, controlling the monsters and launching events at the other players. If you face the game, all the above are automated.

All the other player will take control of one of the 13 characters. You'll be fighting monsters, avoiding traps and curses, opening chest and doors, spending money to the smith or the alchemist. Everything you gather in this adventure is for the entire team. You'll think together to optimize your progression to have a chance to defeat one of the 4 bosses.

Combats are turn-based. Heroes take action first. They can either use their weapons, use their skills or use a consummable object. Once they all did an action, it's the monsters' turn. Monsters tends to attack the hero holding the defender token. Some of them can choose their target.

The dungeon is a layout of 6 to 15 cards (at the end of the games). Heroes enter the crypt by turning a card face up (Monsters, chests ...). They resolve the card before deciding to go back to the camp or going deeper in the crypt and therefore turning the next card face up. Once they are at the far end of the dungeon, they can decide to face the boss or the go back to the camp. At the beginning of the game, being a coward is the only option. At some point, you'll have to face your ultimate nemesis. Beat him and you'll win but fail to do so and you'll lose the game.

—description from the publisher

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