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Black Rose Wars: Rebirth box art

Black Rose Wars: Rebirth

Players

1-4

Time

?-?

Age

14+

Weight

3.43

Rating

8.65

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.5

Scales well

Strategy 3.5

Deep strategy

Control 3.5

More strategic control

Table feel

Black Rose Wars: Rebirth has a high level of direct confrontation and strategic depth in confrontation. Players frequently need to be aware of and react to others' strategies and turns. However, the game does not emphasize cooperation as much.

Replay value

Black Rose Wars: Rebirth has a high variability gameboard, with different experiences each time it is played. The availability of expansions adds to the replay value. The game offers strategic depth and room for players to improve their strategies. The player interaction score is moderate. The game scales well with different numbers of players without compromising its appeal or balance. It is relatively easy to learn, making it accessible to a wide range of players. Overall, Black Rose Wars: Rebirth has a strong replayability score of 7.7.

Luck profile

The final luck score for Black Rose Wars: Rebirth is 7, indicating a moderate level of luck influence in the game. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Black Rose Wars: Rebirth is a competitive fantasy game of deck-building, strategy, and combat set in the hectic universe of Nova Aetas in Italy. BRW:R is the second chapter in Black Rose Wars series. 25 years later, after the last war, mages are here in the Lodge, to re-establish order. Rooms are broken and now it's time to rebuild them up. Black Rose is still there. Each player is one of powerful mages of the Black Rose Order who aspires to become the new Supreme Magister in order to acquire the mighty power of the Black Rose Artifact and the Forgotten Magic. Mages must fight, fulfill Black Rose desires, and gain strength with their spells until their power reaches the containment threshold of the prison where they are exiled, finally freeing themselves. Each mage has at their disposal six schools of magic, each one with its own strategy to annihilate their opponents and increase their power. Mages fight each other in a modular arena of hexagons called "rooms". They summon powerful creatures, cast destructive spells, or devise dark deceptions with their enchantments. After being killed, mages are reborn immediately, allowing them to re-enter the fight without delay — although their death still fed energy to those mages who caused it. The game system is divided into different phases. Each turn, after choosing new spells from the six schools of magic, players plan their strategy in advance, placing cards face down. Later, they reveal the played cards to kill each other, solve missions, summon creatures, or destroy the prison rooms, one against each other and against the Black Rose (the playing system).

Editions

Edition Year Language Publisher / Region
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Credits

Designers

6
Andrea Colletti Diego Fonseca Marco Montanaro Andrea Colletti Diego Fonseca Marco Montanaro

Artists

10
Simone de Paolis Angelica Donarini Cristian Casado Otazu Giovanni Pirrotta Vincenzo Pratticò Simone de Paolis Angelica Donarini Cristian Casado Otazu Giovanni Pirrotta Vincenzo Pratticò

Publishers

2
Ludus Magnus Studio Ludus Magnus Studio

Linked items

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