Shadows of Kilforth - A Solo Review

Image: Hall or Nothing Productions

Image: Hall or Nothing Productions

INTRODUCTION

“Far along the eastern frontiers of Kilforth, the malignant gloom has returned. The Ancients lurk in the shadows, conducting their terrible affairs once more. New, terrifying, and pernicious creatures emerge from beyond the Veil. But as new threats rise, new heroes gather their arms and their wits to meet them. From the frail safety of the ancient Shrine of Moneshoba, a small band of heroes ventures forth. Time is fleeting, the enemy numberless, and the Ancients voracious. Through the descending gloom, against all odds, the heroes must prove themselves worthy, lest their sagas fade into legend.”

I am currently in the process of reading Dune, the iconic science-fiction themed novel by author Frank Herbert about the political intrigues and acts of deceit that transpires on the desert planet of Arrakis. Lately I find myself gravitating towards works of fiction that features a strong narrative and thematic coherence. Whether the story unfolds in the neon-lit slums of a not-too-distant dystopian future or the rolling hills of a far away realm, my brain is craving the opportunity for respite from the pressures of everyday life. This imaginary escapism of mine is hardly surprising considering the fact that I, like many others, have spent the better part of what can only be described as a god-awful year in a constant state of vigilance and social-distancing. Which as it turns out is pretty taxing on the human spirit to say the least. Therefore, I was really excited for the opportunity to take a closer look at Shadows of Kilforth: A Fantasy Quest Game (henceforth Shadows of Kilforth), the spiritual successor and stand-alone expansion to the highly acclaimed Gloom of Kilforth designed by Tristan Hall.

Full disclosure: a review copy of Shadows of Kilforth was kindly provided by publisher Hall or Nothing Productions.

COMPONENTS

Based on my previous experiences with 1565, St. Elmo’s Pay and the level of high-quality art that publisher Hall or Nothing Productions has become known for I was really intrigued to see if the illustrations in Shadows of Kilforth would prove to be on par. As it turns out this dark fantasy themed game surpassed my expectations by a country mile, as this is certainly one of the most visually striking games that have ever graced my game table with its fusion of gothic horror and dark fantasy. Considering the fact that Shadows of Kilforth features a narrative consisting of literal doom and gloom it would have been really easy to drape the entire game in varying shades of black and grey. And yet the illustrations often feature a rather bold colour palette consisting of bright pinks, purples, and greens which makes for an even more visually arresting experience as you discover new locales and encounter strangers and beasts along your travels through the eastern province.

Photo: Fredrik Schulz

Photo: Fredrik Schulz

As for the rest of the components the overall quality is satisfactory if a little bit uninspired. Using plain, round wooden discs to denote gold makes for a rather stark contrast when compared to the visually striking art and I am still somewhat befuddled as to why the obstacle tokens are shaped like small cumulus clouds. That being said these nit-picks of mine boils down to personal taste rather than an actual fault on behalf of the game, overall Shadows of Kilforth is a truly impressive design and a testament to the notion that board games should be perceived as works of art.

THE SOLO EXPERIENCE

Shadows of Kilforth tells the story of a land that is slowly succumbing to the Gloom; a malevolent force of evil that is spreading across the realm bringing forth beasts and terrors from beyond the netherworld known as the Veil. You take on the role of a stalwart hero, or renegade, venturing forth from the safe haven of Shrine Moneshoba in an attempt to progress through a saga with the goal of gaining enough experience and power to confront the demon lords known as Ancients before time runs out and the world is forever shrouded in darkness and terror. As is the case with similar games in the adventure mould your journey through the eastern provinces of Kilforth begins with choosing one of the eight available races and their class. This may seem as standard fare but as it turns out is actually one of the great aspects that solidifies Shadows of Kilforth as a highly thematic solo game experience. You could choose to play the game as a demon-born choir monk determined to restore your family’s honour. Or perhaps you will walk the earth as a vampire chevalier, torn between the duality of being a champion of the people versus the hunger for blood that runs through your cold, immortal veins.

Photo: Fredrik Schulz

Photo: Fredrik Schulz

Your initial character choices also have a profound impact on the way encounters are resolved. Over the course of the game, you will travel to various locations across the eastern province of Kilforth: from the haunted forests of Spider Grove to the frozen plains of Evalfor Seina. Whenever your character enters a new location an encounter card is drawn from the deck that corresponds to the terrain type of the active location. Some, like the Badlands or Mountains, tend to have a stronger enemy presence whereas the Forest often instead presents you with a quest or a locale which could prove useful to fulfil the requirements of your saga. Regardless of type, in order to overcome an encounter your adventurer needs to pass a skill check and this is where the diversity of each race and class comes into play. The mighty Weretiger is an impressive warrior, capable of engaging the most powerful and intimidating of beasts in combat but has little to no patience nor the intellectual capacity to tackle an arcane quest that requires reading a book. Whereas the Shape Changer is quite the opposite; physically inferior but showcasing an impressive ability to sneak past the dangers of the world whilst using their skills in spells and magic to overcome hurdles.

The fact that each race and class is unique not just from a thematic standpoint but also how they influence the way you approach each encounter is what makes Shadows of Kilforth such a varied and highly enjoyable experience. In the early stages of the game you are incredibly vulnerable, where a single unlucky die roll can prove to be the difference between life and death. But as the story unfolds you will learn new skills, befriend allies who will stand by your side ready to face the terrors of the Ancients and acquire powerful spells and items that will aid you throughout your journey. And because the main map is comprised of cards that are randomly distributed during setup the game feels varied and fresh despite repeated plays. Having solo played Shadows of Kilforth five times I have yet to scratch the surface as to the number of different encounters to overcome and rewards to discover, all thanks in large due to the number of cards in each deck and the random map configuration.

Further adding to this already impressive amount of variety is the fact that the game features four Ancient to choose from, each with their own unique abilities and plot cards that influences the story that unfolds. At the end of each round a Night card is revealed and resolved, usually involving some form of negative effect that affects the player for the upcoming day. Whenever a certain terrain type falls into gloom as specified by the ability card of the chosen Ancient a plot card is added to the map, these are cards that presents an added layer of complexity to your strategy. If left unresolved, these cards will add an ability or effect to the already powerful demon lord during the final battle. At the same time, traveling to a location containing a plot card often requires considerable amount of time and effort on your behalf all while the darkness continues to spread making travel more and more cumbersome. It might be tempting to leave a plot card or two unattended whilst you are trotting off on a hunt for new loot or chasing down clues to resolve a quest, but can you really afford to give the Ancient the upper hand?

Photo: Fredrik Schulz

Photo: Fredrik Schulz

FINAL THOUGHTS

There are many board games that proclaim to “tell stories”, however it has been my experience that a select few manage to live up to these rather lofty ambitions. Shadows of Kilforth is one of these rare instances when a game manages to truly immerse me in its theme and the way a narrative is presented. Even after several solo plays I find myself returning to this dark fantasy themed game, eager to try out new combinations for my character and the way they interact with the world around them. And even though you can play this game cooperatively or even competitively I would make the argument that Shadows of Kilforth truly shines as a solo experience, allowing you to take on the role of the lone wanderer forging your own path in this dark but also highly engaging world. Tristan Hall has announced that the upcoming Call of Kilforth will be the third and final entry to this saga, I for one cannot wait to return to Kilforth once again.

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