Board Gaming · Review for One · Review for Two

Review for One AND Two – Albion’s Legacy

Thank you for checking review #29 by Cardboard Clash. My aim is to focus on reviewing board games and how they play for two people and, on occasion, how they play for one person. Because my wife is my primary gaming partner, a lot of consideration goes into finding those games that play well with 2 players, and we typically prefer to find those games that do not require a variant (official or otherwise) in order to play it with just the two of us.

**Disclaimer: I was provided with a copy of this game in exchange for an honest review.

An Overview of Albion’s Legacy

Albion’s Legacy is a game designed by Thomas Gofton, Aron Murch, and Cameron Parkinson and is published by Jasco Games and Lynnvander Productions. The box states that it can play 1-4 players and has a 90 minute play time.

Albion’s Legacy is a cooperative, modular-adventure board game for 1-4 players, expandable to 6.

The game allows players to participate as one of their favourite Arthurian characters ranging from the legendary wizard Merlin, the famous Lady of the Lake, the brave Sir Lancelot, and the great King Arthur himself. These heroes will champion all that is good in 90 minutes as the players travel across the realm of Albion and face dangerous roaming threats, mythical beasts and deadly encounters.

Collect lore-enriched relics, artifacts, weapons and special awards under a heated deadline while solving some of the most famous historical and mythical chronicles of the Arthurian legend.

This game will challenge you, excite you, educate you and if you’re not careful it will take you down (your character that is…) Everything you need is provided at the gaming table, just bring your friends, your love of Arthurian lore (knowledge of Arthurian lore optional) and your thirst for adventure! Onward! The Kingdom needs YOU!

Setup and gameplay for 1 and 2 Players

The setup is very similar regardless of the number of players. When playing this game solo, you control three characters. Playing with two players, each player controls two characters. So at all player counts there will be at least 3 characters maneuvering around the board, which is an essential thing.

The Virtue tile stack requires 6 tiles plus one per player. This is the one area where it could be interpreted as either one per character or one per player. Going with the former would give an easier experience than the latter, although in some games it may not become a relevant factor. If that pile is emptied, you lose the game.

The other key difference is the number of Quest Coins needed to win the game. This one is clearly mentioned as needing 3 coins per character (not player), so depending on your player count you need to obtain either 9 or 12 of these in addition to the Story Card’s objective in order to win the game.

The game plays simply: each character gets an activation where they can move up to 4 spaces (this can be increased once Mounts are unlocked), often exploring new tiles. Many of the tiles will have threat icons on them, triggering the spawning of various creature tokens that you’ll need to defeat in order to earn a Quest Coin. These encounters alternate between spawning generic non-named enemies and spawning a named threat. The latter are sometimes accompanied by non-named enemies, are harder to kill (requiring 4 hits instead of 3), and usually have nasty effects either when you move onto their space or at the end of a round if they are still alive.

After a character’s turn is done, play shifts clockwise to the next character. Once it gets back around to the “starting” character of the round, that character gets one more activation and then the key-turn triggers. This is where the enemies move, where the named enemies’ effects happen, and a Beacon of Hope is extinguished. If all ten Beacons of Hope are extinguished, the game ends and the players lose.

My Thoughts

Let’s start with the obvious: I am a HUUUUUGE Arthurian fan. I love to read the old stories from de Troyes, Malory, Tennyson, and others. I enjoy watching movies, no matter how bad, about Arthur and his knights. In my heart, I desire to be a knight of the Round Table and go forth on quests. And I can honestly attest that this game has a ton of Arthurian lore woven throughout. It is on the tiles, in the characters, the cards, the encounters, the threats, and the quests. Everything within this box evokes the theme, making this a must-buy for any Arthurian fan for this reason alone. Even if you don’t feel like a knight going on a quest, you will be able to find and appreciate so many subtle ties to Arthurian lore that it will leave you amazed.

My wife and I aren’t huge fans of cooperative games. However, I am far more likely to enjoy the game if it presents a challenge. Yes, I enjoy winning as much as the next person, but when you are collectively working as a team you want to go into the game with a high level of uncertainty. And this game delivers: it is hard. Soul-crushingly difficult at times. Those who dislike losing will want to steer clear of this game, but for those of us who want to be challenged every time we set up the game, this one will deliver. Even our last play, where all five locations we needed came out early, ended in a loss because we ended up losing a total of 3 turns via the Encounter deck (we actually lost 4, but were able to earn one back). I’ve had games where we’ve come close to winning. To where one more round could have been enough to seal a victory. But I’ve also had ones where we didn’t even come close. I’ve taken those as lessons learned: you have to be efficient and focused on what needs to be accomplished. Find ways to do things better. Winning has eluded me still with this game, and that is something I feel obliged to praise about Albion’s Legacy. This game defeats me as often as my wife does in competitive games.

Each character in the game is a little different than the others. Gawain can take an extra wound. Lancelot gets more Destiny tokens (usually used for rerolls). Guenievere can heal another character’s wound. King Arthur can take a wound in place of someone else. Merlin can draw two threat cards and choose which one goes into play. And they all have varying strengths and weaknesses with the symbols they can roll. Lancelot has very high Prowess, but his Loyalty trait is poor. They also have favored enemies, granting them an extra die when facing one of the two types of enemies they are favored against. So while they all operate in similar ways, each character does feel different. You’ll want to have certain characters keep back and let someone else clear out those witches or druids, whereas Lancelot should always ride into battle against dragons or knights.

There isn’t a ton of artwork outside of the characters, but I love the artwork on the characters. It evokes traits of those characters from the Arthurian legends. Those eight character cards stand out to me, and the standees still look good as they move around the board. I do wish those standees had been just a little bigger so that the artwork would stand out more during the game.

This game is great at all player counts. I’ve played with 1, 2, and 3 players and would imagine 4 to be just as good. You’re going to have either 3 or 4 characters during the game, and you’ll get a few more activations with 4 characters but also will need to gain more Quest Coins. The balance feels great at both character counts and, by extension, all player counts. The lack of player elimination also helps this one out a lot.

This is a game that rewards trying different strategies. What seems like a game where all you need to do is move around and explore, fighting baddies along the way, will surprise you along the way. Yes, those are still the basic mechanics. But there are ways to set yourself up to greater success. The Item deck seems like a useless deck until you start getting them and realize there are cards in here that can transport you to certain tiles and ones to search the terrain stack for a specific tile. Movement seems to be slow until you realize the importance of those Mounts that get unlocked as the game progresses. Relics and the Armory are clearly vital from the start, and even moreso once you find Relics that can gain you a turn back or restore Destiny tokens. Certain baddies seem like an immediate threat and turn out to be decoys, distracting you from your objective. There is a lot of stuff in here, and it will take many plays to be familiar with what you can find and where you should focus your efforts.

The death of a character is not quite as punishing as it could have been. The character is out of the game, you discard the top Virtue Plaque, and on that player’s next turn a new character begins at the Round Table. This is great, as it prevents player elimination. It moves one defeat trigger closer to the end, but that is often less punishing than if you lost a full game round. Defeated enemy tokens are also kept, which helps to alleviate the blow of losing any equipment, etc. that character may have accumulated.

Combat involves rolling dice. The number rolled is based on your character’s trait, and you can usually use one of two against an enemy type. The dice have five symbols on there, plus a “wild” burst symbol that always counts as 2 hits. You get a 33% chance of hitting the enemy with a die roll, yet sometimes it feels far lower. There are ways to mitigate: Destiny tokens allow you to reroll a single die and breaking equipment can prevent taking a wound. The problem comes, not only through the random dice roll, but that there is no way to retreat. When things go wrong, and in this game they can and will, there is no way to avoid that certain defeat. Edit: As it turns out, you CAN retreat from a challenge, but you must discard an unbroken inventory item.

The game does boil down to exploring and then either do X on these locations or deliver Y to these locations. Each of the three Story Cards are different, yet very much the same. But so many games can be reduced down to simple, boring mechanics. It is the total package which should be evaluated, and this one delivers. My only nitpick is that I wish at least one Story Card felt different. I want to go and find the Holy Grail, to embark on some sort of grand adventure. Not to try and find these locations and do something on them to win.

There is no getting around the fact: this game is fiddly. There are a ton of tokens and tiny cards, and you’ll be flipping and moving and adding and removing them all the time. You’ll be seeking out specific named tokens with every other threat tile. You’ll be slowly building the map with individual terrain tiles that sometimes don’t line up and are prone to shifting if bumped. Moving enemy tokens from one tile to the next can also cause headaches with shifting tiles. This is one game that desperately needs organization solutions, and even then it can feel like there is just so much stuff to manipulate. The game needs these things, and uses them well. But if you hate that sort of thing, you won’t enjoy doing that with this game.

whistle There are a ton of expansions for this game, adding characters and enemies and story cards and much, much more. The problem? Only available during the Legacy game kickstarters, and only available as a complete package for over $100. Worth the purchase? I’m inclined to believe so because I really enjoy the base game and am dying to see what else it adds. But its lack of availability, and the high price since it is only sold as a full bundle, is something that makes me sad. This isn’t a negative against

Final Verdict

There was never a doubt in my Arthurian-loving heart that I would enjoy this game. It is not a perfect game by any means, much as I might like it to be, yet this is a game that gives an experience greater than the sum of its parts. For many potential negatives, there are offsetting methods for them. While rolling dice is a random element, there are Destiny Tokens for rerolls and the ability to break equipment to avoid taking wounds. Exploring through the stack of tiles is a random element, but there are items which can help you to find what you’re seeking faster. Travel can take a long time, but there are mounts and “connected” tiles that can come out to make travel a little faster.

The one thing that simply cannot be offset is the fiddliness of the game. There are tons of tiny tokens, and you’ll be putting them on the board often. The named ones, which appear with every other threat, are especially troublesome since you need that specific character. The map tiles are prone to being bumped and shifting, and don’t always perfectly line up after long paths explored. Almost everything you do involves you adding, or moving, tokens or coins or the tiny cards.

Yet in spite of all of these things, it remains a game near and dear to me as a gamer. Even without the Arthurian lore woven throughout the game (and this game does it better than any other I’ve encountered), the challenges and experiences of this game make it worth playing. I’ve lamented before the ranking of this game on BGG, and will continue to do so. This is easily the best cooperative game I’ve ever played for the pure fact that it is hard. Not just a “you’re going to feel like you are doing poorly, but will manage to pull ahead late in the game” experience that would present the illusion of challenge. I’ve played enough of those. This game will beat you down until your armor has so many dings and dents that it has become useless. It will evoke anger, frustration, and despair. It will also evoke excitement, tension, hope, and the thrill of putting yourself to the test.

This is not a game for those who cannot handle defeat. The game has beaten me every time I’ve played it and left me thirsting for more punishment. Even when all goes well, and sometimes it does, the game magically finds a way to remind you that you are in its domain. Regardless of player count, this is a game I would always be willing to play. It provides a fantastic challenge for solo gamers and for couples alike. Just don’t expect to find a happy ending at the resolution of the quest. Because despair will overtake the land more often than naught, and that is one of the best things about this game.

Check out more of our reviews at the following Geeklist and be sure to let me know what you thought of this game.

https://www.boardgamegeek.com/geeklist/220300/cardboard-clas

Board Gaming · Wish List

Board Game Wish List: Albion’s Legacy

This is the second of what I hope to have as a semi-regular series of posts (by semi-regular, I mean at least once a month!) to highlight a game that I really can’t wait to play. It might be a game that is not out quite yet but is going to be coming soon. In those instances, there might be links to preorder pages, and other early promotional material to discover. Other times it might be a game that is already out that I either have never played, or have played only once and it has left me craving so much more. Which is the case this time around, since I have played the game once and it has since leapt to the very top of my wish list for board games. Either way, I hope to spread the word about some games that may not be on your radar quite yet, but they have somehow found their way onto mine.

As a note: This series of posts are all strictly done by me and of my choosing as a fan of a game. There has been no compensation, nor encouragement, by the publishers/designers to make the post. This is purely a labor of love, with the intention of spreading the word about a game I really want and think more people should know about.

I’ll be sharing this again at the end, but here is a link where you can order the game and/or expansions via Backerkit through May 31, 2017, along with the games and extras for the three other Legacy games in the series so far (**Note: The values shown on there are in Canadian dollars)

Backerkit: https://allforone.backerkit.com/hosted_preorders

Without further delay, here is a little bit about Albion’s Legacy!

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Albion’s Legacy is a fully cooperative modular-adventure game for 1-4 players (expandable to 6 with expansions). It plays in about 90 minutes and was published by Lynnvander Productions and Jasco Games. The game was designed by Thomas M. Gofton, Aron Murch, and Cameron Parkinson.

In Albion’s Legacy, King Arthur and his allies explore Albion in search of specific Realms, while trying to collect enough Quest Coins to win the game! As the Realms are explored, various Enemies will stand in the way, and must be Challenged by rolling the Stones of Chance! Meanwhile, Despair threatens the land! If the Flames of Hope are extinguished, or all Virtue is lost, the kingdom falls! It’s up to you to triumph against overwhelming odds!

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This is not an easy game by any means! You begin in Camelot, on a board with a handful of areas to travel to and explore. Yet the game’s objectives, found on whichever one of the three Story Cards you choose to play, will force you to explore beyond that board, exiting through one of three different spots on the board. As you travel beyond, you will flip over a tile of the matching terrain type and place it down along the path. The vast majority of the areas are modular in this manner, creating a different experience for each and every play of the game.

Not only must you be lucky enough to draw the area tiles you are seeking, you must also combat hordes of enemies who get generated through many of these tiles. Every time a threat tile is flipped, the top card of either the Roaming Threat or the Severe Threat deck is revealed. A die is rolled to determine the number of creatures of that type to spawn. After resolving the threat card, a token is moved on top of that deck to indicate the other deck is used with the next threat tile. Which means every other tile brings out a Severe Threat, which are usually Named Characters who are difficult to defeat and come with their own set of baddies to slay.

Victory will come from completing the tasks set forth on the Story Card AND through collecting 3 Quest Coins per player in the game. Defeat will come at the end of the tenth round, through not having enough Quest Coins at the beginning of the turn after the Story Quest is completed, or having all of the Flames of Hope extinguished.

Each player will control at least one character from Arthurian Lore (2-Player game has each player controlling 2, 1-Player game you control 3). These characters have starting equipment, slots for new equipment, enemies they are favored against in battle, starting stats in five different categories (which determines how many dice are rolled), and their own special, character-specific quest they could complete in order to earn their own unique item. Combat is as simple as choosing one of two stats that are usable against the enemy type you are facing, rolling dice equal to your stat. Each die that shows that symbol is 1 hit, and there is a Burst symbol that is a “wild” side and counts as 2-hits regardless of what stat you are using. Standard enemies usually need 3 hits to be defeated, named enemies usually need 4 hits. If you fail to defeat the enemy, you can discard a Destiny Token to reroll dice, or take a wound. Some equipment can be “broken” in order to prevent a wound. Most characters can take a maximum of two wounds before they are retired from the game.

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What comes in the box:

  • 8 Playable Character Cards and Standees (King Arthur, Queen Gwenivere, Myrddin Emrys (Merlin), Sir Gawaine, Sir Lancelot, Sir Mordred, Dame Ragnelle and The Lady of the Lake)
  • 4 Plastic Character Bases
  • 3 Story Quests
  • 12 Metal Quest Coins
  • Over 100 Enemy Tokens
  • 133 Playing Cards (Items, Armory, Stables, Threats and more!)
  • Castle Camelot Playing Board
  • 50 Modular Realm Tiles
  • 2nd Edition Rulebook
  • 8 Etched Stones of Chance (D6’s)
  • 4 Reference Cards

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And there are so many expansions!

The Deluxe version, available with the 2nd Edition Kickstarter that previously ran, included five expansions which added:

  • +19 Playable Characters, including:
    • Lady Dindrane
    • Sir Percival
    • Sir Palomedes
    • Morgana Le Fey
    • Countess Laudine
    • Princess Iseult
    • Sir Galahad
    • Elaine the White
    • Sir Ywain
    • Sir Tristan
    • Queen Argantel
    • Sir Bors
    • Sir Dagonet
    • Sir Bedivere
    • Sir Cei
    • Sir Balen
    • Brangaine
    • Sir Balan
    • Tom Thumb
  • +10 Story Quests
  • +224 Playing Cards
  • +6 Quest Coins
  • New double-sided Playing Board (Avalon)
  • Rules for Up to 6 Players

And the Old Kings Expansion (Expansion #6!)

Corruption is spreading through the land, and sapping the strength of Arthur and his allies. As the Realms of Albion erupt in chaos, and flash-fires and floods throw the Knights of the Round Table into disarray, a new set of heroes emerge from an age long past… Uther Pendragon and his allies march to Arthur’s aid, and raise their swords against the perils that threaten Albion in this brand new expansion…

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This Expansion includes:

  • 3 Characters (Includes: King Uther Pendragon, King Leondegrance and King Uriens)
  • 3 All New Story Quests
  • 20 Disaster Cards
  • 2 Corruption Tokens
  • 2 Despair Tokens
  • 4 Wound Tokens
  • 2 Flood Tokens
  • 2 Wildfire Tokens
  • 2 Mystic Rune Tokens
  • 4 Companion Tokens

Albion’s Legacy, and the expansions included in the Deluxe version don’t have any cards that are drawn during the Key-Turn, or tokens that effect multiple Realm Tiles. The cards added in this expansion are drawn each Key-Turn and add new tokens to the play area. The Wildfire tokens, and Flood Tokens make traveling through the Realms of Albion an even more harrowing ordeal, and the Corruption Tokens deal damage to characters on all surrounding Realm Tiles. If you are especially daring, you can cleanse the corrupted Realms, and construct new Flames of Hope, increasing the length of the game!

And the SEVENTH Expansion, Errant’s Journey!!!!

Arthur and his allies have explored the Realms and saved Albion countless times. Now, new lands emerge from the mist, Outerworld Keeps, and the Lost Bastion… These ancient structures act as a refuge for Arthur and his allies, a much needed refuge in these troubled times… As Arthur and his allies explore the lands, they are attacked by more organized enemies intent on stealing their inventory, and hindering their efforts; brigands of all types stand in their way.

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None of the previous content for Albion’s Legacy includes new boards for the heroes to explore. This expansion introduces 3 new side-boards: The 2 Outerworld Keeps are new, magical castles that can only be accessed through Warp Tiles, and the Lost Bastion is a new castle that can be connected to a Realm Tile far from Camelot, creating a refuge for the heroes.

This expansion also adds a series of Disaster Cards that turn core enemies into brigands that relentlessly hunt the players and force them to discard their Inventory Cards. These brigands can be challenged like normal enemies, but have to be dealt with before the Key-Turn to prevent them from stealing the players’ gear!

  • 4 Characters (Includes: Sir Eric, Lady Enide, The 400 year old King, Evelake and The Bard, Taliesin)
  • 1 All New Story Quest
  • 12 Disaster Cards
  • 2 Bridge Tokens
  • 2 Pit Trap Tokens
  • 2 Destiny Restoration Tokens
  • 1 Brigand Mechanic Insert
  • 1 Lost Bastion Side Board 2 Outerworld Keep Side Boards

 

Why this game is on my wish list:

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  • First and foremost, the Arthurian theme is outstanding. This game was clearly a labor of love by the designers, because there are so many Arthurian nods throughout the game to a variety of source materials. de Troyes, Malory, and more get their subtle homage in this game and I’ve hardly scratched the surface of exploring this game. I’ve played once, with someone else’s copy, so there wasn’t time to sit and revel in the Arthurian abundance. But I experienced enough to know that this game gives genuine homage to the source materials and is a must-have for any Arthurian fan. Only Tolkien rates higher for my literary fandom, but Arthurian has been a fandom of mine since childhood.
  • This game pulls no punches. No doubt about it, this is a very challenging cooperative game. I have only the one play under my belt, but we came nowhere close to winning on the “easiest” of the three Story Cards. I absolutely love a game that presents a challenge dependent on more than just blind luck. Dice rolls will factor into things. The flipping of location tiles will factor into things. But in spite of those two random elements, there are so many approaches and avenues to explore that can help to mitigate those risks and help you to overcome the challenges. Even with three Story Cards in the base game, there is going to be a ton of play that can be explored. And the rulebook has both suggestions on how to make the game easier (if you like to win) or how to make it even harder (if you like to never win!) when you play.
  • I really like the semi-modular gameplay of this. The board will never play out to be the same for two games. Many of the tiles in the stack have 2-3 terrain types shown, so even there you have multiple parts of the board where things can appear. How far you’ve explored helps to determine where the baddies can spawn. An early threat tile means the castle is likely to be swarmed. Later threat tiles can see those threats spread far from the castle, but it might place them along your path instead. It all blends together well to make a fun, replayable system that might be a little on the fiddly side but it ensures early tension in the game and a fresh experience every play.
  • The AI for the enemies is very simple. They will either remain stationary, move toward the closest player, or move toward a certain objective. The card you flip will tell you how they are supposed to interact. What may start as a small, spread out series of enemies can eventually sweep into a massive, sprawling swarm that would make any colony of Walkers from the Walking Dead envious. The worst was having a named enemy who chased the nearest player and, if he was defeated, bad things would happen to us that would make the game end sooner. But by ignoring him, we not only had to avoid him but he also made it so certain enemy groups would never be eliminated completely and thus blocked those Quest Coins from getting collected.
  • The game presents really hard decisions. You need to decide what way to explore. Where to place the enemies that spawn. What enemies are worth fighting and which ones are best ignored. You need to stop on a space with a weapon/armor/item icon in order to draw cards from decks that make you stronger, but that can feel like a waste of part of your turn. Named enemies will spawn that wreck havoc if left ignored, yet they might not be worth the time or resources invested to travel to them and fight them. Your health and rerolls are not in abundance, so they need to be managed wisely or you’ll retire a character and bring the end one round sooner. You can stop on spaces that boost the other characters’ rolls on certain attributes but, again, it might seem like wasted opportunity if you end movement early to land on that space. Should you try and meet your ally to swap items so you both have greater benefit from the cards, or just hang onto the less effective items and use them to absorb wounds? Every choice will feel like it matters.
  • Which leads me to this: the overall experience is one that is rivaled by few games. You’ll feel like you are exploring in Arthurian areas because the tiles and enemies and cards evoke the theme well. The game will challenge you, forcing you to play time and again simply to defeat the three scenarios that come in the base game. It will change every time, so there will never be a chance to “solve” the game over the course of those plays. You’ll agonize over decisions and second guess yourself at the end, wondering if you did X differently or didn’t do Y then would you have won? Or at least come closer to winning. This is exactly the solo, and co-op, experience that provides memorable gameplay and becomes a long-lasting staple in a collection. This is a game that, after one play, I am confident has a chance to join War of the Ring as a permanent feature at the top of my game list each and every year.

Final Thoughts

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It surprises me how little discussion I find about this game. I’ve had the chance to play it only once, but that was enough to leapfrog it to the very top of my wish list and there is remains, even after my very recent plays of Scythe (which would be my current #2 wish list game). Albion’s Legacy is a fantastic game, and it hits all the right buttons for a co-op game I’d want to play with others even if the theme wasn’t such an amazing one. I wish there was more buzz for this game and the others in their Legacy series: Sherwood’s Legacy (Robin Hood), Neverland’s Legacy (Peter Pan), and the recently-kickstarted Gascony’s Legacy (Three Musketeers). As of right now, Albion’s Legacy is sitting as the #4,113 ranked game on Board Game Geek, which is a massive shame. It easily deserves to be a top-500 game and is destined to be a top-5 game for me if I get to play it more. There are only 4 video reviews and 2 text reviews. I simply don’t understand that, because this is a fantastic experience and I am certain the other Legacy games are deserving of equal praise.

Do check out all four games. I’m leaving links to the BGG page of each of them below, as well as the current link where you can preorder the games and/or expansions via Backerkit through May 31, 2017 (**Note: The values shown on there are in Canadian dollars)

Backerkit: https://allforone.backerkit.com/hosted_preorders

Albion’s Legacy: https://www.boardgamegeek.com/boardgame/158973/albions-legacy & https://www.kickstarter.com/projects/lynnvander/albions-legacy-2nd-edition?ref=discovery

Sherwood’s Legacy: https://www.boardgamegeek.com/boardgame/178098/sherwoods-legacy & https://www.kickstarter.com/projects/lynnvander/sherwoods-legacy?ref=discovery

Neverland’s Legacy: https://www.boardgamegeek.com/boardgame/201560/neverlands-legacy & https://www.kickstarter.com/projects/lynnvander/neverlands-legacy?ref=discovery

Gascony’s Legacy: https://www.boardgamegeek.com/boardgame/224793/gasconys-legacy & https://www.kickstarter.com/projects/lynnvander/gasconys-legacy-the-legend-of-the-three-musketeers?ref=discovery

Lynnvander’s Website: http://www.lynnvander.com/ & Twitter: @Lynnvander

Jasco Games’ Website: https://jascogames.com/ & Twitter: @JascoGames