![]() It's codified in the rules that all resolutions with multiple possible outcomes should be taken in the way that is worst for the players. What might be a turn off for some is the fact that the game is not afraid of the idea of something being unfair. The idea that attacks that would conventionally be considered damage under a different theme could also heal allies since it's all in the matter of humanity restoration is really interesing. I liked the combo of having a character designed to get right in the Haint's face and having one who is supposed to fight/heal at a bit of a range. There wasn't a single Vagrant coming out of the scenario un-wounded.ĭespite the difficulty, it was also a lot of fun. The Haint never pulls it's punches and the events can be an absolute killer. Even with that in our pocket, the game was still a challenge. I had previously played a practice round, so I knew (to a degree) what the Haint would do in the first few turns and how to goad it into fulfilling one of the rituals already. I will also admit right off the top that we were at a bit of an advantage. So that was definitely a note in the game's favor. So long as I knew how to run the Haint, my spouse could just focus on their Vagrants. Teaching the game was fairly simple, as I only really had to teach half of it in-depth. I had a friend pick me up a copy of Vagrantsong from Gen Con and my partner and I played the first scenario tonight! We each played 2 characters, with my partner playing the Empress/Wayfarer and me playing Songsmith/Curseberer.
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