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Havenfall box art

Havenfall

Players

1-4

Time

30-120

Age

10+

Weight

2.5

Rating

7.59

Fit

Teach 2.4

Teaching signal

Replay 4.1

High replayability

Interaction 3.8

Highly interactive

Scaling 4.4

Scales well

Strategy 4.7

Deep strategy

Control 2.8

Luck-sensitive

Table feel

Havenfall has a moderate level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies and turns. While there is some level of cooperation required, it is not the main focus of the game. Overall, Havenfall has a good interaction score.

Replay value

Havenfall offers a high level of variability with its gameboard, expansions, and strategic depth. The game scales well with different player counts and has a moderate learning curve. Overall, it provides a fresh and engaging experience with a strong replayability score of 8.12.

Luck profile

Havenfall has a moderate level of luck involved in the game. Random elements have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate randomness through strategic decisions and planning, the game still relies on a balanced mix of luck and strategy. Overall, Havenfall offers a good balance between luck and player agency.

Overview

You are survivors of the town of Ember. The Djiran demons have opened a rift that begins to corrupt the land. You have fled to the town of Havenfall with the few items and treasures you salvaged from your home. In this deck-building game each player starts with the same ten cards. Players use their cards to perform one of the following actions during their turn: buy cards, fight monsters, or trash cards. Each player builds their own unique deck with their purchases. When a player buys a card, it is placed in their discard pile. When a player no longer has a deck, the discard pile is shuffled and becomes the deck in which players’ draw their hands. Purchased cards are more powerful than the ten starter cards and help players fight monsters. Players may choose to thin down their deck by trashing cards in order for more powerful cards to be drawn more frequently. Players have the option of gaining spells during their turn. Spells can be used at any point during the game to either aid a player during their turn or disrupt an opponent’s turn. When a player fights and defeats a monster, the player gains a pixel related to the color of the monster. These pixels are a reusable resource that enhances players’ cards. When a player defeats a boss, they also gain points based on the monster’s rank. These points move the player along on the scoreboard. The first player to reach ten points wins the game.

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Credits

Designers

1
Joe Yzquierdo

Artists

1
Joe Yzquierdo

Publishers

1
Dabeco Games

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