![]() Players spend their times sitting in temples until they're ready to "venture forth" at which time they move from their temple to an adjacent temple along the path between them. Paths run between those temples, each one consisting of two or three path spaces. It shows five temples, which are color coded to show if they are in the country, mountains, wilderness, or shore. ![]() All adventurers start at level 1 but can improve to level 3 over the course of play.Ībout the Board. Adventurers may gain will or despair over the course of play (whenever you take either type of token, you decide which adventurer to place it on). Each adventurer has a strength, which is also his cost, a desire for a certain type of object, and an ambition. Finally, each player puts his marker in one of the five temples on the board.Ībout the Adventurers. Each player selects one of the adventurers from his hand to be the first member of his party, pays for him (with coins), and marks him as first level. Each player gets a hand of encounter cards - each of which shows either an adventurer or enemy - and a few coins. Setup: The board is laid out on one of its two sides. In Venture Forth the object is to gather together a band of adventurers and help them to constantly meet their ambitions. Despite that, its great theming combined with solid efforts at everything else, give it a top rating: "5" out of "5" for Style. Overall, I think that Venture Forth has a number of small problems that come from it being a relatively early release from Minion Games. However it's the characters that really excel, thanks to their appropriate ambitions (which also tie in extremely well to the mechanics of the game). To start with, there are lots of nice monsters and magic items - all feeling appropriately thematic for a game of Greek Fantasy. Then I got to the cards, and discovered they were full of it. Theming: First I first laid down the game board, which shows a very abstract set of paths between abstract temples areas, I though Venture Forth wasn't going to have any theme. ![]() Additionally, the color matching between some of the cards and some of the board spaces is sufficiently off to be troublesome (especially for the "orange" wilderness).Īll told, real and useful effort has been put into improving the usability of this games, but it still has some glitches. ![]() On the down side, I'll also note that I found the rules slightly hard going, due to important vocabulary like "path" being defined only implicitly through rules and examples. There was a good attempt made to show those elements more broadly with colors and outlines, but it wasn't enough for some players. Inevitably, players had to move their cards to see what they got. One of the trickier usability elements of the game is that you place cards on spaces on the board, then take specific rewards, based on the space. Several less commonly used icons also exist, and some players found some a bit confusing at first, but that cleared up pretty easily through gameplay. Usability: Standard icons for the main elements of the game-will, despair, coins, and victory points-generally makes the game easier to pay. However, when you move on to the cards, you find a lot of nice artwork as well as attractive layout. ![]() 5 out of 5.īeauty: The background of the board looks little fuzzy and computer generated. The board is not only linen-textured but double-sided, providing more variable playing experiences. Quality: Everything is top-grade quality. Venture Forth comes with a two-sided board, several decks of half-sized cards, some cardboard bits, and some wood bits. Venture Forth is a fast-paced adventure game by Dan Manfredini, published by relative newcomer Minion Games. ![]()
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