Time of Legends: Joan of Arc is set amid the tumult of the 100 Years War, when kings and princes struggle for the throne of France. This is the age of knights and squires, where chivalry is often spoken of, but rarely practiced. It is a time of both religion and superstition. Educated clerics fervently believe that angels guard the pious, and demons scourge the wicked, while the simpler folk watch the night for signs of werewolves and dragons. The game assumes that all of these are real.
Joan of Arc is a story-driven board game that uses finely-sculpted miniatures and 3D scenery to set the scene for a game of cunning and skill (and a little luck). The game is a combination of interwoven card play, resource management, and position on the board. You will need to master all three to beat the best opponents. Getting your men into the right position, and heading off your enemy, will be no use if you cannot muster the cards and other resources to make the most of it. Joan of Arc allows a huge amount of freedom in your actions. In every turn, you can choose to spend or save resources, and when you come to activate a unit you can choose between combat, interrogation, search, exploration, prayers, and other actions. So, this turn, should you level up a hero, or spend that resource to buy a re-roll? Take extra actions now, or save them for later? Double-move that cavalry, or question the old woman in the woods? When and how to act are decisions you must make based on your objectives, and the situation on the board. And, what is the best decision one turn may be very different in the next.
Players take the role of the various factions in the war, or of some of the supernatural creatures that have emerged from the shadows. The most famous heroes and heroines of the war are all here: the Black Prince, the Dauphin, Falstaff, and, of course, Joan of Arc herself. Each game is a unique scenario with its own map assembled from the gaming tiles, and a specified set of heroes and followers to achieve the scenario’s objectives. Each scenario has its own victory conditions, often different for each side. In one game you may be an inquisitor, seeking out a werewolf hidden among the peasantry; in another you may be a victorious raiding party, desperately fighting your way through an ambush so you can return to the safety of your castle.
Scenarios range from small affairs with a few models and simplified role-play elements, to full battles with dozens of knights, archers and men-at-arms. All scenarios typically play in under an hour. The game also includes a battle mode, to fight out conflicts between armies of your choosing.
—description from the publisher
- grand thematic ambition and epic scope
- high potential for cinematic battles when running well
- setup is a nightmare and time sink
- tiles and scale were misaligned with the unit count
- production and upgrade issues complicate ever getting a playable experience
- grand-scale battles, strategic management, and unit activation
- epic 15mm-scale fantasy war with mythic overtones
- massive campaigns with modular setup and scenario-based progression
- War of the Ring
- Slay the Spire
- Gloomhaven
Mechanics (from transcript analysis)
- cube-based activation and command limit — Unit activations are governed by cube-based resources; command limits constrain actions.
- hexagon grid — Hex terrain and scale are meant to influence tactics and positioning.
- massive setup and unit organization — Hundreds of 15mm miniatures and dozens of units require extensive setup.
- terrain and scale effects — Hex terrain and scale are meant to influence tactics and positioning.
Video topics + discussion points
Quotes (from this video)
- IP doesn't fix bad design flaws.
- When players are actively rewriting your core mechanics before they'll play the game again, that's a massive red flag about the underlying design philosophy.
- The treasure deck, which is completely random.
- You're fighting the RNG of the deck more than you're fighting the actual monsters.
- Semi-cooperative is basically code word for we made players sabotage and betray each other constantly.
- This moment the game broke for me.
- For $1.5 million and that hype, mediocre is a massive letdown.
- They claimed 600% shipping increases due to COVID in Ukraine war. Refused to absorb those costs or offer refunds.