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Ascension Deckbuilding Game

£12.185£24.37Clearance
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The games do an excellent job of conveying the plot through the cards’ art (which is consistently gorgeous across every expansion) and flavour text. Unlike many board games, Ascension actually succeeds in bringing recurring characters to life across multiple expansions: the great heroes of Vigil and their recurring foes. Transforming Champions! If you complete the requirements to transform a Champion during the game, both its card and miniature will be replaced with a stronger version and new abilities! It was an epiphany of mechanics! The art was a bit wobbly, but the way things escalated and flowed… I’d never played anything like it before. I needed more. And more. And more.

I did indeed, because as well as a rule book, you get a scenario book, the board doesn’t just come with one map set up, it has a blank side too. With plenty of terrain tiles to create one of the many maps and scenarios in the scenario book. Or you can make up your own. Or if you have a regular set of players, you can go for a co-operative campaign. Mechana - Engineers hailing from the realm of Hedron with vast stores of mechanical knowledge. The Mechana create powerful machines that work together to achieve even greater feats.Enlightened – The ascetics and warrior monks of Arha are bent on acquiring hidden knowledge. Their spiritual powers manipulate the heroes and monsters of Vigil in unique ways. Enlightened - The ascetics and warrior monks of Arha are bent on acquiring hidden knowledge. Their spiritual powers manipulate the heroes and monsters of Vigil in unique ways. The Void – Half-monstrous guardians watch over the seething mass of the Void – the depthless ocean of death and rebirth. These powerful warriors walk side by side with death as they protect Vigil from the monstrosities that crawl from the Void on a daily basis.

Along with the classic gameplay mechanics seen throughout Ascension’s ten year history, Curse of the Golden Isle introduces a new gameplay mechanic: Cursed Treasure. Players that collect pairs of Cursed Treasure tokens may use them to gain valuable Runes, Power, and more! Ascension: Tactics can be played by one to four players and the way to win is by gaining a certain amount of Honor points first (pleasingingly, these are still the lovely translucent clear and red crystals – mmmm, tactile tactics). These can be gained in different ways depending on what scenario you are playing, but the most common method is to control ‘beacons’ on the battlefield (stand on next to them) – yes, battlefield. This is not just about the cards any more. Things just got standee.Four player co-op! In addition to solo, campaign, a team-based play, Inferno includes the ability for you and three friends to take on the game in the new four player co-op mode! The Lifebound – The denizens of Ogo are wild and powerful, controlling natural magic that gives them unmatched prowess in runecraft. The people and beasts of Ogo can also fight hard, teasing out power in all its natural forms. Mechana – Engineers hailing from the realm of Hedron with vast stores of mechanical knowledge. The Mechana create powerful machines that work together to achieve even greater feats.

A big part of my love from the game comes from slamming my hand down on a card like Isha, the Pursuer (from War of Shadows)and knowing that in a couple of turns I’ll be able to do something very powerful in the game. A game with multiple hooks The recurring characters of the game tend to be powerful heroes from each faction: Kor, the great Ferromancer of the Mechana; Master Dhartha, the Enlightened One; Emri – unmatched in battle; Cetra, the star-spirit guardian of Ogo; and more characters that emerge as time passes in Vigil’s endless wars. These characters build the lore of the game and tie expansions together, but they’re also represented on powerful, expensive cards that feel fantastic to acquire and wield.If you hadn’t guessed already, I really, really like this game. But, for a balanced view, a few minor critiques: But these are minor quibbles in the face of what is a really, really satisfying game. It feels like a better analog-based version of Overwatch (I’m horrible at Overwatch) – it has flow, it has action, it has strategy and, thanks to the now equal importance of the fighting resource, it has balance.

Quests! Each player will be given a Quest to complete during the game. Once completed, it transforms into a powerful Construct that can be equipped to your Champions! A new faction: The Fallen. For the first time in the history of Ascension, a new, fifth faction is being introduced to the game! Further colour is added to the world in the form of four factions, which also serve the mechanical function of broadening the game’s strategic depth. The factions are as follows: Yes, the Cultists aren’t just there for beating up anymore – you can actually recruit them to fight for you! I mean, they’re pretty weak sauce but don’t overlook the chip-chip-chip effect of the little guys… The recurring characters of the game tend to be powerful heroes from each faction: Kor, the great Ferromancer of the Mechana; Master Dhartha, the Enlightened One; Emri - unmatched in battle; Cetra, the star-spirit guardian of Ogo; and more characters that emerge as time passes in Vigil's endless wars. These characters build the lore of the game and tie expansions together, but they're also represented on powerful, expensive cards that feel fantastic to acquire and wield.The games do an excellent job of conveying the plot through the cards' art (which is consistently gorgeous across every expansion) and flavour text. Unlike many board games, Ascension actually succeeds in bringing recurring characters to life across multiple expansions: the great heroes of Vigil and their recurring foes. Secondly, there are a lot of rules and sometimes they feel a bit… uncertain, especially when it comes to treasure token modifiers and what you can or can’t do with your Cultists. Personally, I hate having to disrupt the flow of the game to query a player’s use of the Cultists, so I have probably inadvertently created house rules every time I play it. The Lifebound - The denizens of Ogo are wild and powerful, controlling natural magic that gives them unmatched prowess in runecraft. The people and beasts of Ogo can also fight hard, teasing out power in all its natural forms.

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