The Curse of Immortality: A Sword & Sorcery Review

Sword & Sorcery: Immortal Souls

Designers: Simone Romano and Nunzio Surace
Publishers: 
Ares Games
Players:
 1-5
Playing Time:
120-180 Minutes
Campaign Mode:
6 quests, branching narrative, replayable with no permanent modifications
MSRP: $79.90
Logged Plays:
10 games solo, full base game campaign completed as well as first two quests of Arcane Portal expansion
Copy Purchased By Reviewer

In 2017, we saw two high-profile fantasy dungeon crawlers hit the market: Isaac Childres’ Gloomhaven and Gremlin Project’s Sword & Sorcery.  While Gloomhaven in many ways revolutionized how we think about dungeon crawlers, Sword & Sorcery is at a surface level about as boiler-plate of a fantasy dungeon crawler as you can get.  You have your standard fare of humans, dwarves, elves, and orcs.  You resolve combat and skill checks with dice rolls.  Even the name of the game, “Sword & Sorcery”, is just the name of the fantasy sub-genre the game is an homage to.

DESPITE UNDEAD MONSTERS BEING FEATURED ON THE BOX ART, NONE ARE IN THE BASE GAME.

Perhaps “homage” is the best way to describe Sword & Sorcery.  It’s not necessarily trying to revolutionize dungeon crawlers, or trying to draw in a new audience to the genre.  It’s a dungeon crawler for gamers that like 3-hour long dungeon crawls.  It’s a dungeon crawler for gamers that like the swinginess of dice chucking.  It’s a dungeon crawler for gamers that like to track half a dozen status effects and wounds with a ton of little tokens.  But having played through the full campaign that comes with the base game, as well as part of the first expansion, I’m actually not sure if I’m one of those gamers.

Sword & Sorcery is the spiritual successor to Ares and Gremlin Project’s Galaxy Defenders, the 2014 fully cooperative campaign based sci-fi “dungeon crawler.”  The majority of Sword & Sorcery’s mechanics are a refinement of Galaxy Defenders’, including the red and blue D10’s with icons instead of numbers, enemy AI system, event deck, and more.  It simplifies the hex-based grids in Galaxy Defenders with interlocking tiles composed of larger areas, making it much easier to determine line-of-sight and enemy AI movement paths.  I know some people prefer the hex grid, but I found it too fiddly for my tastes to be constantly determining LOS and enemy pathing in Galaxy Defenders.  I appreciate how much easier it is to determine what an enemy will do on their turn and what player character they will target.

20180906_122024

EXAMPLE OF A SCENARIO IN PROGRESS.

Players take on the roles of ancient heroes that were brought back to life, and are effectively immortal. The base game comes with 5 heroes, each of which can be played with their Law or Chaos soul alignment, so you have 10 different hero classes in the box.   As an example, Thorgar the dwarf can be played either as a lawful Cleric or chaotic Runemaster.  Some of Thorgar’s skills are shared across both these classes, but their base powers, stats, and a few skills will be unique to each of the two classes.  Each hero and Law/Chaos variant feels unique.

When a player character dies, rather than be eliminated from the game, they revert to their spirit form.  Spirit form heroes can perform special spirit actions on their turn unique to their character/alignment, and/or can resurrect at a shrine at the beginning of a round if players spend enough soul shards.  What this means is that as long as you don’t have a total party kill, you can keep resurrecting heroes and bringing them back into the fight.  The drawback to this is that every time you die, you lose a level.  When you are Level 1 in the game, this is a non-issue, but as you level up into progressively more expensive levels, losing a level can be very costly in terms of lost souls shards (XP).  Death effectively becomes a currency that players will have to manage, as sometimes it is worth it for a hero to sacrifice themselves.

Sword & Sorcery uses an enemy AI system similar to Galaxy Defenders for how enemies act.  Each enemy type in the game has their own unique AI script that determines what they will do based on their distance to the nearest hero.  Gremlins may run up and attack, raiders may want to keep their distance and shoot heroes, orc shamans may heal wounded enemies, etc.  Harder versions of enemy types don’t just hit harder, they also have additional abilities and logic included in their AI scripts.  Enemies react intelligently to the current board state, providing a challenge for players.  Players know how precisely how enemies are going to act on their turn as well, so they can use this information to their advantage as they plan out their turns, providing some tactical depth to the game.  Enemy AI orders are also very clear and easy to execute, there’s little ambiguity in what an enemy will do on their turn.

20180906_122104

ADVANCED VERSIONS OF ENEMIE TYPES WILL HIT HARDER, DEFEND BETTER, AND TYPICALLY HAVE MORE NUANCED AI SCRIPTS.

As I eluded to earlier, Sword & Sorcery isn’t a quick or streamlined game.  It’s a beast of a game to setup, play, and teardown.  You’re looking at easily a 3+ long game depending on player count.  The rulebook is massive at 56 pages long (here is a link to it if you dare give it a read).  There are half a dozen status conditions that work differently depending on whether a player or enemy has them.  Individual enemies have their own unique powers and defenses that you will need to keep track of.  Scenarios, events, and story passages can introduce additional effects and triggers that you’ll need to keep track of, such as reading a later story passage when a certain monster on the board is killed.  Story passages may require you to place out new tiles to expand the map, spawn specific enemies, seed cards into decks, etc.  As a solo player, I found it to be a bit of an information overload to keep track of.


IMMORTAL SOULS

Sword & Sorcery: Immortal Souls is the first act in larger campaign that spans multiple expansions: Darkness Falls is the second half of the main storyline, Arcane Portal is an optional side-campaign that can be played between the two acts, and Vastaryous’s Lair is an optional epilogue to the campaign.  I should point out for retail customers that Kickstarter backers received all this content last year when their pledges shipped in 2017 and Arcane Portal is available in retail markets, Darkness Falls hits retail next week on Oct 23, but there is no official announcement/confirmation of a retail release for Vastaryous’s Lair at this time.

20180906_122433

LOTS OF PLASTIC.

All-in-all, playing through the entire thing will take you across a 12-to-20 quest campaign (depending on what expansions you get), but Immortal Souls is only the first 6 quests.  The base game comes with 7 quests, with the storyline branching in one of two directions for the final quest depending on choices and actions you take in the first five quests of your campaign.  I was pleasantly surprised that it didn’t just boil down to whether you were playing Law or Chaos, and that smaller choices/actions I took in earlier quests caused a butterfly effect that led me to my ending (I ended up getting Quest VI for my final scenario).

I was less pleasantly surprised to see that at least in the base game and Arcane Portal, losing a scenario requires you replay it (either resetting back to the state your party was at the beginning of the scenario, or the state your party was in when you lost).  This can be frustrating if you lose 2-3 hours into a scenario near the end of it (and more often than not, if you’re going to lose, it’s going to be near the end).   I would have preferred if the game had a branching narrative for if you lost similar to games like SEAL Team Flix, or the story carried forward even if you lost like in Arkham Horror: The Card Game, or if the game provided some sort of checkpoint system through a scenario.  Better yet, I think a lot of these scenarios could have been broken into 2-3 smaller scenarios that were 60-90 minutes each with some minor tweaks.  In doing so, not only would have have made the game more accessible and losing more palatable, but they could have advertised having 2-3 times as many scenarios as they currently have!

The underlying story for Sword & Sorcery is pretty generic, and largely forgettable.  You’re brought back to life to stop some bad guys from doing some bad stuff.  The most memorable thing about the story unfortunately is the designers’ constant pop culture references to movies and video games, which at best got an eye roll out of me, and at worst pulled me out of the experience.  Some of these are just throwaway lines, but some of these pop culture references end up being major characters in the storyline.

The story paragraphs are in their own separate book from the scenario book, which is a nice touch, as it allows for surprises as you play through a scenario for the first time.  You may know opening a door will trigger reading a paragraph in the Book of Secrets, but you won’t know if it’s a good or bad thing that occurs until you do it (no accidental peeking ahead as can happen in other dungeon crawlers’ scenario books).  The Book of Secrets also allows for more “choose your own adventure”-esque narrative moments in the story, such as asking NPC’s questions, visiting locations in a village, making story decisions, etc.

20180906_121420

LOTS OF PAPER.

Over the course of the campaign, your characters will gain soul shards (XP) that will allow you to level up and gain new abilities, allowing you to not only get more powerful but also customize your character further.  In the base game and Arcane Portal, you can level up to Level 4, in Darkness Falls up to Level 7.  Each level gets exponentially more expensive to level up to, so while going from Level 1 to 2 costs 4 soul shards, Level 6 to 7 will cost 49.  As mentioned before, you lose a level when you die, so it gets progressively more and more expensive to die in the game, and can be frustrating to see a lot of time and effort killing monsters lost.  I’ve had sessions where even if I won the scenario, I ended up losing more levels/shards than what I started with, Even though I was progressing through the story I felt like I was making negative progress with my characters.


FINAL THOUGHTS

20180919_123359

LOTS OF TOKENS.

Mechanically, this is a solid dungeon crawling experience.  The enemy AI is streamlined, yet intelligent.  Scenario design is varied and challenging.  Player character classes feel different from one another, and the differentiation between good and evil versions is a nice touch.  But having played through the full base game campaign and half of Arcane Portal (8 scenarios in all), I don’t think I’m going to be continuing any further into the campaign.  Between the amount of time it takes to setup and play through a scenario and the sheer volume of things you have to track (especially as a solo player controlling multiple characters), it just didn’t really feel like the game was giving me that amazing of an experience back in return, just an OK one.


REVIEW SCORE: 6 out of 10 (OK)

icons8-plus-24 PROS

  • Character progression and customization with skills and gear
  • Enemy AI system clear and easy to follow, each enemy type has unique behaviors
  • Challenging scenario design

icons8-minus-26 CONS

  • Game is fiddly and requires tracking a lot of information
  • Scenarios are too long for my tastes, have to replay from the beginning if you lose
  • Constant enemy spawns and the death/resurrection cycle of player characters feels grindy
  • Story isn’t memorable, full of unnecessary pop culture references
  • No retail plans currently to release final expansion of the campaign

News: July 2018 Edition

July is always a big month for gaming news, as publishers want to drum up hype for their upcoming releases for sale and demo at Gen Con in August.  This year has proved no exception, with a ton of really interesting news that will excite fans of campaign and narrative gaming!


NEW GAME RELEASES

A couple of campaign games have already hit retail this month before Gen Con (and I assume they will all be for sale there as well):

SEAL Team Flix
Designed by Peter C. Ruth II and Mark Thomas
Published by WizKids

Players: 1-4
MSRP: $59.99

SEAL Team Flix is co-operative tactical dexterity game, a modern warfare “dungeon crawler” in which you flick disks to shoot enemies and perform other tasks.  You know, another one of those. The game comes with a campaign mode with a branching mission structure (17 missions in the box, but you will only see 8 of them in a single campaign playthrough) that allows players to promote/level-up their characters from mission to mission.  

Spy Club
Designed by Jason D. Kingsley and Randy Hoyt
Published by Foxtrot Games and Renegade Game Studios
Players: 2-4 (can be played solo as 2+ characters)
MSRP: $45.00

Spy Club is a family-friendly co-operative set collection game about kid detectives trying to solve a crime in their neighborhood.  It can be played as a standalone game, but the main draw is it’s “mosaic” campaign mode. At the end of each of the first 4 games in the 5-game campaign, you unlock 1 of 40 mini gameplay modules that get added into the next game(s) of the campaign.  You’ll only see a fraction of the game’s content in a single campaign, and would need to play probably at least 10 campaigns to experience all the hidden content!

Sword & Sorcery: Arcane Portal
Designed by Simone Romano and Nunzio Surace
Published by Ares Games
Players: 1-5
MSRP: $49.90

Sword & Sorcery: Arcane Portal is the first expansion to Sword & Sorcery, a co-operative fantasy adventure dungeon crawler.  Arcane Portal comes with a 4-scenario campaign that continues where players left off in the base game’s campaign. The scenarios can be played standalone, but a copy of the Sword & Sorcery base game is required to play this expansion.


 

NEW GAME ANNOUNCEMENTS

Sleeping Gods
Designed by Ryan Lauket
Published by Red Raven Games

Ryan Lauket of Red Raven Games added a new game to BGG’s database called Sleeping Gods, a 1-2 player atlas storybook campaign game.  You play as the captain and crew of a steamship in the 1920’s exploring the seas and islands for 14 hidden totems of the gods so that you can return home.  The game is played on an atlas where each page is a map, and moving off of one edge of a page will move you to another page of the atlas. Sounds very much like Near and Far meets The 7th Continent, so I am excited to hear more details about this game!  It’s currently listed as a 2019 release on BGG.

Comanauts
Designed by Jerry Hawthorne
Published by Plaid Hat Games

Speaking of storybook games, Plaid Hat Games announced Comanauts by Jerry Hawthorne, the second title in their Adventure Book series.  Brilliant inventor Dr. Martin Strobal has fallen into a coma, and you must enter his mind and face his inner demons so that he can wake up and stop one of his own inventions from destroying the world.  The game is played across a co-operative campaign of 11 unique dreamscapes ranging from the wild west to sci-fi based on the cover art. The rules and components make reference to stickers placed on certain cards in the campaign, but it’s not being described as a legacy game.  Comanauts is due to release in December with an MSRP of $69.95, and the rulebook is available for download now on Plaid Hat’s website.

Gen7: A Crossroads Game

Gen7: A Crossroads Game
Designed by Steve Nix
Published by Plaid Hat Games

Plaid Hat Games is stepping up their game this year, as they also announced Gen7: A Crossroads Game, the long-awaited sci-fi Crossroads followup to Dead of Winter.  Gen7 is described as a “grand narrative game with multiple possibilities.”  Players take on the roles of officers aboard an international colony ship to a distant star system.  Things have been going well for the first six generations of humanity that have lived on this ark, but you are of course “lucky” generation number 7!  A terrible mystery has emerged that threatens the entire mission, and the fate of humanity rests on the choices you make.   This game is a semi-cooperative game for 3-4 players where everybody is trying to be the best officer on the ship and look out for their own crew, but also must work together to ensure the success of the mission and humanity.  The game is played across a 7-episode campaign with a wildly branching narrative.  The product page lists that it has 9 sealed envelopes in it, it’s not described as a legacy game.  Given that there is a major mystery plotline to it, it’s not clear at this point if it’s replayable or not.  No release date has been given, but it’s available for pre-order with an MSRP of $99.95.  The rulebook is available for download now on Plaid Hat’s website, and will be demo’ed at Gen Con.

CMON Limited to Launch Trudvang Legends Board Game

Trudvang Legends
Designed by Eric Lang, Guilherme Goulhart, and Fel Barros
Published by CMON Limited

CMON Limited announced they will be launching a Kickstarter campaign for Trudvang Legends by Eric Lang, Guilherme Goulhart, and Fel Barros.  Trudvang Legends is a living world adventure book game based on the Trudvang Chronicles RPG, and is an epic saga told over the course of generations.  Choices made by players will echo through future generations as well as the world itself. The press release refers to the board physically changing, but also says it’s infinitely replayable so it’s likely not permanent change.  No details yet about whether this is a co-operative or competitive game. The Kickstarter is slated to launch in Q2 2019, likely a 2020 release.

Perseverance: Castaway Chronicles
Designed by Richard Amann, Thomas Vande Ginste, Viktor Peter, Wolf Plancke, and David Turczi
Published by Mindclash Games

Mindclash finally added a BGG game entry and details about their next Kickstarter project, Perseverance: Castaway Chronicles.  Perseverance is a dice-drafting / dice-placement euro game about a group of castaways building a city and exploring on a mysterious island with dinosaurs. The game is played across a 5-episode campaign with evolving mechanics.  They are very clear that there are no legacy or hidden/sealed elements to the game, and can be replayed infinitely.  The official player count is 2-4, but designers have mentioned there being a solo mode.  It is listed as a 2020 release on BGG, and last I had heard it would hit Kickstarter in Q4 2018.

Fire for Light
Published by Greenbrier Games

Greenbrier Games teased in their July newsletter about an upcoming Kickstarter project for a “hybrid tabletop/app dark fantasy campaign set in a cartoon world.”  It will be available for demo in the First Exposure Playtest Hall at Gen Con and Twist Gaming will do a preview of it 7/31 as part of their Twitch stream.  No more information at this time, but it sounds promising!

Centauri Saga: Scorched Earth
Designed by Constantine Kevorque
Published by Vesuvius Media

Vesuvius Media announced that they are working on Centauri Saga: Scorched Earth, aka Season 2 of their expansions for Centauri Saga.  I presume this takes place after the events of the first expansion (which I haven’t played yet), Centauri Saga: Abandoned, and it looks like the fight against the aliens has come back to our solar system.  No confirmation yet if this is a legacy expansion like Abandoned, but it was confirmed that nothing from Season 1 is required to play Season 2.  Also sounds like this is part 2 of a planned trilogy.  They aren’t planning to bring this to Kickstarter until Summer 2019, which would likely make it a 2020 release as well.

New heroes...

Sword & Sorcery: Ancient Chronicles
Designed by Simone Romano and Nunzio Surace
Published by Ares Games

Ares Games announced Sword & Sorcery: Ancient Chronicles, a new two-act cycle of games/expansions set it in the Sword & Sorcery universe, before the events of the Immortal Souls/Darkness Falls campaign.  It sounds like it will be a standalone game and set of expansions, but they will provide crossover ability to swap in heroes and monsters from the first cycle. They will launch a Kickstarter campaign for it in Q4 2018, and will be releasing more information on their Facebook page throughout August and September leading up to it.

Talisman: Legendary Tales
Designed by Michael Palm and Lukas Zach
Published by Pegasus Spiele

As part of their line of games set in the Talisman universe, Pegasus Spiele posted details on BGG about Talisman: Legendary Tales, a co-operative family-friendly adventure game.  Players work together through a series of adventures to recover the five legendary Talismans that have been lost.  Adventures must be played in a certain order to tell the story, but any other details about the campaign play are pretty scarce.  A Talisman fansite really broke down all the details found on the back-of-the-box art.  The game should be available for sale this week at Gen Con, where we should know more.

Adventure Island
Designed by Michael Palm and Lukas Zach
Published by Pegasus Spiele

Pegasus Spiele added a BGG entry for another title by Michael Palm and Lukas Zach, Adventure Island.  There are no images of the game, and the only details to go on is the description.  It’s a co-operative game where players are shipwrecked survivors on an island (hopefully without dinosaurs!).  Players must work together to survive, explore the island, and eventually make their way home.  The description implies the story is told across multiple play sessions, and that choices that players make influence the story and unlock new elements.  They provide the standard disclaimer that the game is not a legacy game and is infinitely replayable.  It’s supposedly going to be demo’ed at Gen Con this week, and is listed as a 2018 release, so likely an Essen 2018 release.


GLOOMHAVEN FORGOTTEN CIRCLES DELAYED TO DECEMBER

 

Gloomhaven: Forgotten Circles, a “small” expansion containing a new character class and roughly 20 scenarios is taking a little longer than anticipated to finish developing, so they won’t be making an Essen release date.  This is largely due to the fact that the scenarios in Forgotten Circles will be more complex than the typical “kill all the baddies” scenarios found in the base game. Scenarios will contain branching paths, “choose your own adventure” moments, puzzles, and alternate endings.  It’s worth pointing out that the scenarios for Forgotten Circles are being designed by Marcel Cwertetschka, who wrote some of the side scenarios in the original game.

Cephalofair Games hopes to have it for sale in December, possibly January due to holiday delays, and will be running a pre-sale (not through Kickstarter) for people that want to guarantee a copy in the first print run.  Sign up for his mailing list to be notified! Isaac Childres is working on a much larger expansion for Gloomhaven, but anticipates it could be years before it is released. That gives you plenty of time to finish the 150+ scenarios spread across the core game, solo scenarios, Forgotten Circles, Into the Unknown, and Capital Intrigue!


 

ROB DAVIAU TALKS BETRAYAL LEGACY AT DICE TOWER CON 2018

Rob Daviau was a keynote speaker at Dice Tower Con 2018, and was part of a number of panels regarding his past and upcoming titles.  The Dice Tower was kind enough to film and host these videos on their YouTube channel. Rob gave a very in-depth preview of Betrayal Legacy in one talk, not spoiling anything about the game, primarily focusing just on the core mechanical differences between it and Betrayal at House on the Hill.  It sounds like a lot of work went into unifying common terminology and information layouts for all of the scenarios, so there should be less rules ambiguities. Yay for good UX! Rob also hosted a Q&A panel on legacy games that JR Honeycutt sat in on the last half of as well. Rob mentions in the video that they are doing playtesting on Pandemic Legacy: Season 3 (Matt Leacock also had an open call for playtesters at Gen Con 2018, slots were quickly filled), and that Rob and JR are working on an original legacy game that is expected to release in 2019.


PANDEMIC LEGACY: SEASON 2 AT SPIEL DES JAHRES 2018

 

Pandemic Legacy: Season 2 won a Sonderpries (“special prize”) at Spiel Des Jahres 2018.  This is the first special award to be given out since they added additional award categories in 2011.  

Ten years after the release of the base game, the “Pandemic” family is growing larger. And how! Already with Season 1, Matt Leacock and Rob Daviau opened the gateway to a fascinating game world; with this perfect sequel they have topped even themselves. “Pandemic Legacy – Season 2”, the best version of “Pandemic” so far, is the yardstick against which all future legacy games must measure themselves. The jury would like to honour this extraordinary achievement by this designer duo with this special award.

Pandemic Legacy: Season 2 is the fourth campaign/narrative game to be nominated for a Spiel des Jahres, and the second to win an award.  Pandemic Legacy: Season 1 and T.I.M.E. Stories were nominated for Kennerspiel des Jahres in 2016 (both lost to Isle of Skye), and Legends of Andor won Spiel des Jahres in 2013.


OVERTURN KICKSTARTER OVERTURNED

There was a pretty major Kickstarter scandal in July regarding a campaign for Overturn by Foxtale Games.   Overturn: Rising Sands is (was?) a campaign-based co-operative adventure game set in a Middle Eastern fantasy setting, developed and designed by people from Pakistan.  The game had initially gotten over $375,000 CAD in funding when it initially launched, as there seemed to be a lot of interesting in the setting, as well as the low price point for the amount of content offered in the core game.  Backers slowly started to trickle out over the ongoing weeks due to lack of real gameplay details from the publisher/designer, and doubts that the publisher could deliver on what had been promised. When they finally posted an alpha rulebook, a backer was quick to realize that the rulebook at been largely plagiarized from Massive Darkness’s rulebook.  This launched an internet vigilante mob that uncovered that several other details of the campaign and company were copy-pasted from other Kickstarter campaigns and company bios. The fox tale in their company logo is believed to have been stolen from the Mozilla Firefox logo. More details about the accusations can be found in this article.

A lot of backers were quick to accuse Foxtale of being a scam, and unfortunately I think some of these accusations were motivated because the designers were from Pakistan.  I would like to think that these guys were genuine in their desire to produce this game, but did not do the necessary prep work for a game and Kickstarter campaign of such scale, and cut a lot of corners that ultimately lost them the trust of their backers.  At the end of the day, getting this project cancelled now probably saved a lot of backers and the creators a lot of headaches down the road.


GEN CON 2018 THIS WEEK!

Gen Con 2018 starts this week on August 2nd, and I fully expect there will still be a few more surprise announcements coming.  Fantasy Flight Games is giving their In-Flight Report on Wednesday 8/1 at 7:00 PM EST, so expect to hear a number of new titles announced there.  Maybe we’ll find out what this is about?

I’m going to try to squeeze in a Top 5 To Try and Top 5 To Buy list for Gen Con before it starts, and will do a special post-Gen Con news wrap up next week.