
"In Kinfire Council, players take on the role of a Seeker and their available workforce to pass decrees, combat the infiltration of shadowy threats, and build lighthouses on the outskirts to keep the city within the glow of the ancient light. The central board features three tiers of available worker locations, and each round features a new lighthouse to build. Players also have a limited supply of influence tokens that they can use toward certain actions."
"Sun's Rise - Each round begins by drawing two decrees that are available to vote for during play. These can aid the city by way of law, order, and election, or if not passed, crisis. Decrees provide a wrinkle to game rules as well as a constant crisis to be mindful of during play. Also, during this phase is the unleashing of the cult. Cultist tokens are numbered to match city locations."
Kinfire is a magical flame that keeps the darkness at bay. Council is a group elected to manage city affairs through legislation and advising. Incredible Dream Studios released Kinfire Council as part of the Kinfire board game universe, including Delve and Chronicles lines. Council emphasizes worker placement mechanics. Designer Kevin Wilson is likely developing additional Kinfire lines such as trick-taking, area control, dice drafting, and auctions. Players act as Seekers directing a workforce to pass decrees, combat shadowy infiltration, and construct lighthouses. The central board has three tiers of worker locations and a new lighthouse each round. Influence tokens are limited. Rounds begin with Sun's Rise drawing decrees and unleashing cultist tokens. During Day's Light players dispatch Seekers and workers to gain resources, upgrade abilities, cast votes, and take other actions.
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