Conan: Red Nails by Monolith Games | Before You Back

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- Time Stamps -
00:00:00 - Before You Back
00:00:59 - Important Info
00:01:57 - Conan Overview!
00:04:08 - Publisher Reputation?
00:05:28 - Designer History?
00:05:57 - Reviewers Feedback?
00:06:24 - Production Quality?
00:06:38 - Kickstarter Exclusives?
00:06:65 - Any Savings?
00:07:32 - Available in Retail?
00:07:52 - Honest Production Schedule?
00:08:35 - Will it hold it's value?
00:08:55 - Hidden costs?
00:09:29 - Final Score

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- Check out the game on BGG for more information -
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- Game Description -
Conan, designed by Fred Henry and based on the Conan universe by Robert E. Howard, is a scenario-based semi-cooperative asymmetric miniatures board game. One player is the Overlord, playing the opposition forces, and the other players (1 to 4) play Conan and his companions: Shevatas the thief, Hadrathus the Priest/Sorcerer, Belit the pirate queen, Valeria the warrior, etc. The game is based purely on Robert E. Howard's novels and short stories (and not the movies or other non-Howardian material). The publisher has hired Patrice Louinet, a Howard expert, to make sure the art and the scenarios are compatible with Howard's vision.

Each game is a scenario, played on a map. There are 4 maps included in the retail copy of the game, and each map can have several scenarios set on it. The game is fast, one hour approximately. It's possible to play several scenarios in a campaign, but you can also play each scenario individually. There are 9 scenarios in the base box.

At the beginning of a scenario, players choose their team (Conan and two or three other heroes). The Overlord gathers all the miniatures (picts, Necromancer, skeleton warriors, monsters, etc.), tokens, and cards from the chosen scenario. The game usually plays in a limited number of turns (ten, for instance). Each scenario can have very different objectives: find the princess captured by picts and hidden in a hut and leave the camp before the pict hunters return; find the magical key to open a sealed door, steal the jewel and leave; kill the Necromancer by the end of turn 10; survive by the end of turn 10; escape the prison; etc.


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