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Runebound: Sands of Al-Kalim
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In the tales told in Terrinoth, there is a legendary land, a place long lost. Many have attempted to find it once more, but like a mirage in the desert, it has forever eluded them, remaining tantalizingly on the horizon. It is a harsh place of blowing sands and dangerous creatures, of beautiful cities and alien magics. It is the land of Al-Kalim!
In this expansion to the Runebound fantasy adventure board game, the players have found the key to this hidden place. Their goal is to forge their own entry in the Ninety-Nine Tales of Al-Kalim. Sands of Al-Kalim differs from most Runebound adventures in that it does not include Encounter and Event cards that describe a set story. Rather, the players tell the story! They will face legendary challenges and gain legendary rewards, including mighty mounts, forgotten runes, and magical artifacts. He who completes his tale first is immortalized in song and legend, and wins the game.
Sands of Al-Kalim is an expansion for the Runebound Second Edition board game, which is necessary in order to play this expansion. Sands of Al-Kalim is suitable for 2 to 6 players.
Players: 2 - 6
Time: 120 - 240 minutes
Ages: 12 and up
Weight: 1,070 grams
Language Requirements: Game components are printed in English. Manufacturer's rules are printed in English. This is a domestic item.
- 1 game board overlay
- 56 adventure cards
- 25 legendary cards
- 23 ally cards
- 6 hero cards
- 6 hero figures
- 6 quest tiles
- 3 lost city tiles
- 1 sandstorm counter
- rule book
Average Rating: 4 in 1 review
Keep in mind, you'll need the main Runebound game to play, but the addition of the story step (something to do when you end your turn and aren't in town or fighting a monster), makes it more interesting for everyone and makes downtime seem less.
The movement rules add to the desert feel and make one consider whether or not to move during the day or brave the dangers of the night. The moving sandstorm and moving lost cities can also add to the movement challenges (nothing like heading for a city that then disappears under the sands!). However, the rewards for each city are worth the attempt to get there.
Also, the need to only fight one red is a nice change, and can lead to a quicker game. In addition, the legend items quests involve a lot of strategy and give a purpose other than just slaying the next beastie.
There are some good heroes to play here, such as Corbin or Eliam, as well as a few unplayables with only 3 health (we up them to 4, to even have a chance). Eliam is a bit unbalanced, so we usually make his ability only usable once per combat round for balance (otherwise, with a raised melee score and a decent melee weapon, he'll pretty much never lose a combat). Even with this rule, it's unlikely, but at least he usually has to at least make it to round 2.