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Wander: The Cult Of Barnacle Bay box art
2019 Ranked #5,631

Wander: The Cult Of Barnacle Bay

A cooperative campaign game has heroes explore modular maps, defeat cultists, and free a threatened fishing town. Persistent loot and flexible upgrades let each adventure reshape how a hero confronts later dangers.

Adventure Animals Action Points Modular Board

Players

1-5

Play time

45-120 min

Age

12+

Complexity

2.44/5

Rating

8.00

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.9/5

Harder to teach

Replay value 4.1/5

High replayability

Interaction 3.8/5

Highly interactive

Player scaling 4.1/5

Scales well

Strategic depth 4.7/5

Deep strategy

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How it plays

How does it play?

Wander: The Cult of Barnacle Bay is the first game in the Wander series.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Wander: The Cult of Barnacle Bay is the first game in the Wander series. A fully cooperative, campaign-driven, miniatures board game, Wander: The Cult of Barnacle Bay tells the story of 5 heroes from the Wanderer's Guild, and their struggle to free the small fishing town of Barnacle Bay from the slimy claws of Elder Bane. Driven mad by power, and physically twisted from dark magic, Elder Bane has created a cult of mutated townsfolk that only desire to spread their message of madness to the rest of the world, bending it to their whim along the way. In Wander: The Cult of Barnacle Bay, players will select one of five unique heroes, outfit their hero with starting gear (represented by mini cards on a player dashboard), and join their friends to take back 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 board, players assemble maps as indicated in the 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 the publisher

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Editions

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Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
1–5
Best with
1–5
Play time
45–120 min
Age
12+
Complexity
2.4/5
Credits and catalog connections

Credits

Designers

1
Jonathan Phillips-Bradford

Artists

2
Jose David Lanza Cebrian Heath Foley

Publishers

1
Panda Cult Games LLC

Linked items

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