A strategic, sci-fi fantasy western themed card game, Grimslingers features two different modes of play - versus and cooperative. In versus, players will go head to head in teams or a free-for-all using a wide selection of spells, items, and abilities.
In co-op, players will work together through a narrative campaign composed of four 60-90 minute play sessions, battling strange creatures, overcoming intense challenges, collecting loot, gaining levels and exploring the Forgotten West.
- 1 Rule Booklet
- 1 Story Booklet
- 1 Valley of Death Map
- 1 Red Meeple
- 1 Six-sided Die
- 280 Cards (6 Anima, 12 Archetype, 44 Creature, 10 Grimslinger, 1 Hank the Hunter, 77 Item, 20 Number and Event, 62 Spell, 30 Target, 18 Tracker)
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Grimslingers is a versatile game, offering both versus, solo and co-op play types, with a TON of beautifully rendered artwork and snarkily written content. Players can duel each other or team up on an episodic narrative campaign using a map and story book that operates much like any RPG campaign. The Valley of Death setting has lots of exploration and encounter options (both combat and non-combat). It can also be played solo. Meanwhile, the duel mechanics are a lot of fun. Games are fast-paced, with a lot of variables including a variety of spells, dozens of weapons and items, and character archetypes that grant special powers (as well as weaknesses). Grimslingers is well worth your time if you enjoy role playing games and strategy board games.
This is true even though the manual--while not bad--will likely leave some players with some questions as play progresses. That's because it is structured poorly, opting for a thematic organization rather than one based on how play might progress. That said, information that a player might need to reference is more likely inside than not, but it may be hard to find. We've had to try googling rules questions more than once. That said, the game seems fairly forgiving if you just want to make a ruling on a question. Judging from the designer's own back and forth with players on message boards, there was some difficulty getting the publisher to let him revise the manual on subsequent editions (the current edition is the 3rd.)
As a D&D player, I think it would be pretty simple to write up alternative narrative campaigns using the game's core materials, too. So there's that.