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Shadows of Kilforth: A Fantasy Quest Game box art

Shadows of Kilforth: A Fantasy Quest Game

Game ID: GID0283817
Collection Status
Description

Shadows of Kilforth is the sequel and stand-alone expansion to Gloom of Kilforth: A Fantasy Quest Game. It is a game of high fantasy with a gothic edge, where 1-4 players, working individually or together, assume the roles of heroes on a journey through a dark world of magic and peril. They will visit strange places, meet stranger people and defeat powerful enemies in their mission to discover mysterious artefacts and mystical spells. Each player follows their hero’s tale, an epic saga from modest beginnings through to a climactic battle that will decide the fate of the world...

—description from the publisher

This project was known earlier as 'Touch of Death: A Fantasy Quest Game'.

Year Published
2019
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment: pos 1 · mix 1 · neu 0 · neg 0
Mentions per page
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Showing 1–2 of 2
Video QeCKLvz2tIM Dungeon Dive Daniel game_review at 0:32 sentiment: positive
video_pk 61284 · mention_pk 153970
Dungeon Dive Daniel - Shadows of Kilforth: A Fantasy Quest Game video thumbnail
Click to watch at 0:32 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Solid standalone experience with the flavor of the base game
  • Excellent option for players who want expansion content in a standalone form
  • Maintains the ambitious scope and atmosphere of Kilforth
Cons
  • Requires understanding of base game's mechanics to fully benefit from standalone
  • Fiddly nature persists; learning curve remains steep
Thematic elements
  • Expansion-driven adventure with new mechanics and integration with the base game’s systems.
  • Standalone expansion set in the Kilforth universe; continues the overland fantasy exploration.
  • Supports player-driven storytelling with keywords and saga structure, like the base game.
Comparison games
  • Gloom of Kilforth
Mechanics (from transcript analysis)
  • An expanded range of items, allies, and spells — New equipment and allies add to the pool and influence outcomes; some allow unique actions.
  • Ancient evil concept and plot cards — Facing an ancient evil with its own powers and a plot card deck that introduces new quests and effects.
  • Expansion/superset integration — Can be played standalone or integrated with Gloom of Kilforth; combines sets with shared mechanics.
  • Quest, keyword, and luck-driven progression — Adventure cards, keywords, and rewards drive story progression and challenge resolution.
  • Same dice-pool system with four stats — Fight, knowledge, sneaking, influence; dice pool and action structure remain, with new content.
  • Time/turn limit and Knight deck — Inherited from base game; a fixed turn count with a deck mechanic that modifies board state.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is a really cool aspect
  • I love that system because each item that you discover is now kind of like a little mini side quest
  • this game is fiddly
  • while the art is very very good it is very beautiful it's also a little bit maybe too beautiful in some ways
  • there are a lot of moving pieces there are a lot of keywords there are a lot of exceptions to a lot of rules
References (from this video)
No references stored for this video.
Video hYMMDQed10A Rober game_review at 0:00 sentiment: mixed
video_pk 858 · mention_pk 110455
Rober - Shadows of Kilforth: A Fantasy Quest Game video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • strong card-driven design that supports deep strategy and narrative
  • works well with a single character, aligning with RPG-style expectations
  • rich saga structure and interludes to drive story progression
  • factions add strategic depth and replayability
  • expansions bring new challenges and variety, expanding the trilogy
  • thematic setting with a compelling oriental motif
Cons
  • steep learning curve and rules can be unclear or ambiguous at times
  • RNG can spike (notably in certain boss encounters) and disrupt balance on occasion
  • expansions amplify difficulty, potentially alienating casual players
  • some card effects are worded in ways that require external reference for clarity
  • setup and mastery require learning aids or cheat sheets to streamline play
Thematic elements
  • dark fantasy, mythic questing, perilous journeys
  • Oriental-inspired fantasy world; adventuring RPG with map exploration
  • story-driven with saga finales and modular encounters
Comparison games
  • Gloom of Kilforth
  • Call of Kilforth
Mechanics (from transcript analysis)
  • action point pacing — Certain locations grant or drain action points; players must pace actions carefully to survive and progress.
  • Action points — Certain locations grant or drain action points; players must pace actions carefully to survive and progress.
  • ancients as boss encounters — End-of-saga bosses with specialized mechanics that test efficiency, preparation, and resource management.
  • boss battler — End-of-saga bosses with specialized mechanics that test efficiency, preparation, and resource management.
  • card-driven engine — Core gameplay unfolds through a deck of location, encounter, and knight cards that drive exploration, events, and combat.
  • Deck building — Players acquire items, allies, and spells; loot is managed via a finite, slim loot bag that influences ongoing risk and reward.
  • deck-building and loot management — Players acquire items, allies, and spells; loot is managed via a finite, slim loot bag that influences ongoing risk and reward.
  • expansions increase difficulty and variety — Expansions introduce new ancients, classes, and mechanics, typically raising difficulty and enriching options.
  • factions — Doomguard and Rosen Knights factions influence card effects and offer strategic choices, with potential faction changes later.
  • interludes and saga structure — Interludes act as finale-like segments; sagas require tests or keywords to progress toward a conclusion.
  • location abilities and map-wide effects — Locations grant or cost actions; some effects affect the whole map rather than just a single location.
  • timer/depth via knight deck — A knight deck acts as a days counter; discarding cards and managing the deck increases tension and pressure.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think it's the most interesting and challenging ancient design that I've seen across the three titles.
  • it's card driven and I just love card driven games.
  • the loot bag is a lot more slim; it's a bit more tame.
  • I cannot see myself playing without these playmats.
  • the system is brutal enough as it is but I'm still having great fun.
  • this is a super fun card driven adventuring RPG.
References (from this video)
No references stored for this video.
Transcript Navigation
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