Wander: LaCluck's Revenge | Kickstarter Preview

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Published on ● Video Link: https://www.youtube.com/watch?v=nzyCyb17MpU



Game:
Wander (2015)
Category:
Preview
Duration: 13:59
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- Don't Miss the Kickstarter -
https://www.kickstarter.com/projects/pandacultgames/wander-laclucks-revenge?ref=clipboard-prelaunch

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- TimeStamps -
00:00:00 Hello, hello
00:01:10 Mechanics and Gameplay
00:06:26 Some of the uniqueness: The initiative tracker
00:07:38 Some differences with La’Cluck’s Revenge
00:09:15 Flavor text
00:12:10 To summarize

- Check out the game on BGG for more information -
https://boardgamegeek.com/boardgame/371643/wander-laclucks-revenge

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PMB 305
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For media inquiries - Quackalope@gmail.com

This video is a sponsored video
This game was provided by the Publisher

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Wander: LaCluck's Revenge is the second game in the Wander series. A fully cooperative, campaign-driven, miniatures board game. The Cult of Barnacle Bay was meddling with magic far beyond their understanding and accidentally resurrected the Ghost Pirate Chicken Lord LaCluck and her mutinous crew of Ghost Pirate Monkey Grunts, Ghastly Pig Gunners, Wailing Albatross Banshees, and Rampaging Rhino Cannoneers!

In Wander: LaCluck's Revenge, players will select one of five unique heroes from the Wanderer's Guild and join their friends to fight back against these ghost pirate phantoms to save the poor town of Barnacle Bay. Defeating foes and surviving random encounters earns players experience points and loot. Loot, like weapons and armor, is a persistent upgrade, staying with the heroes as they continue on their adventure. Experience points are used to level up heroes during their current adventure in the campaign. A dual-facing upgrade tree allows players to continually try new combinations of skills each adventure to determine what fits their play style, or current set of foes, best.

Using a modular tiles, players assemble maps as indicated in the choose your own adventure campaign book, then use action points to move or attack with their hero.

All enemies in the game are controlled by a simple line of sight A.I., and automatically hit the players' heroes once they're able to. This means there is no player rolling for success for enemies' attacks. Heroes will, however, be able to roll for defense in an effort to prevent incoming wounds. One set of custom dice determines a hero's success for both defending and attacking. Random encounter cards, which are revealed when players enter an unexplored "darkness" space, also promise that no campaign adventure is ever be the same.

-description from designer

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