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Agemonia is live (Fight your way through a magical world)

Update: Agemonia is live on Kickstarter and the campaign will run for 20 days. You may back the core box with or without the minis, the minis only, or go all-in and order the core box, the minis, and all the add-ons.


Our preview post below was published on September 5.

 

Agemonia is a 1-4 player cooperative narrative adventure game set in an enchanted fantasy world. It will launch on Kickstarter on September 7.

Image source: BGG

To play the game solo, you need to control two heroes. Each hero has a stack of vitality chips which represent their stamina. You will set up each scenario of the campaign according to its rules, and place the story deck next to the atlas board. In Agemonia, heroes and enemies take turns based on their initiative. On a hero's turn, you will perform one action as shown on the hero board and one maneuver (movement or recovery). You first select the action, then check for initiative, and then perform the action and maneuver accordingly.


When you move miniatures on the map, you have to check how many figures a space can hold, and also if there is a story mark in range which means you have to consult the story deck. Story cards open up new paths to the narrative and often present you with a skill check that you resolve by rolling custom dice. The recover maneuver allows you to get back your spent stamina chips or heal damage. When you perform an attack action, this may be a melee, ranged, or magic attack. The hero needs to have a weapon in hand (except for magic attacks which need none) and have selected the attack as their action for the turn. They then roll the corresponding number of dice and apply any modifiers to the result.

Image source: BGG

On an enemy's turn, you will perform the actions displayed on the enemy card as determined by the symbols shown on the initiative card (the initiative card shows which enemy actions trigger on that turn). When an enemy attacks, it deals the amount of damage shown on its card. Heroes can react by rolling their defense dice, to avoid getting hurt. How many defense dice they roll depends on the body part the enemy is targeting. If it is a leg attack, for example, the hero will roll as many dice as their agility stat. Wounded heroes have less stamina chips and receive an injury card that hinders their progress.


At the end of each round, you will draw one card from the Fate deck. These cards work either as a time tracker, or as events that spawn enemies or have other consequences. If you meet the objective of your current scenario, you can proceed to the next one until you play through the campaign.


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