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TIME Stories: Lumen Fidei Expansion Board Game
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- Lumen Fidei is the fifth expansion for TIME Stories
- A unique blend of role-playing and board gaming experience
- Players will live adventures in various worlds, through the eyes and characteristics
- Fight, search, discuss and be clever and convincing to the characters they meet
- Design to play 2-4 players and take 90 minutes
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From the manufacturer
Spain is still divided by religious conflict between the Christians and the Moors, but in the midst of this conflict, a supernatural power is rising, tied to an unnatural stone. Your mission is to travel back to Spain, recover the stone, and return it safely to the T.I.M.E Agency. Enemy agents have been sighted in the time stream as well, so you'll need all your wits about you as you travel back to medieval Spain!
This expansion features an additional challenge as the pressure on players is not only about time, but it also involves moral choices, a powerful opponent, and new mechanisms. Discover lots of new information about the T.I.M.E Stories universe, within a historical scenario and an intriguing setting.
Expansion, requires time stories base game
- 2 to 4 players
- 90 minute playing time
- Age 12 and up
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Most helpful customer reviews on Amazon.com
I'll start with the good: we FINALLY get a puzzle to solve, which was my favorite thing about Asylum! Also, as usual, the artwork is amazing.
And that's about it.
- New game mechanics mean that, if you don't pick the perfect team from the get-go, you're screwed.
- Battles are way more difficult than in other expansions. There are some battles that are impossible to pass/survive unless you use a certain bonus earned in other expansions.
- There is a printing error that gets your team literally stuck in one location, if you happen to have a specific ally with you.
- There really is no plot. The gist: you are after a specific object. You pick up an ally or two who might know something about the object (but who, ultimately, don't give you much info), and then have to fight a bunch of guards for seemingly no reason. Suddenly, things get supernatural (don't know why). Then you solve a puzzle and then go into impossible battles. Your original quest is forgotten until the last card of the game. I never felt like I was actively searching for it. I have no idea what the puzzle had to do with anything.
What I'm now wondering is if, based on the specific choices/actions of my team, we somehow skipped a location that would have tied this story together for us. We "won," but felt no joy in winning this one, because (aside from the one puzzle) it never felt like we were actually doing anything besides fighting guards for the sake of fighting guards.
This expansion had a lot of potential, but it never lived up to that potential. It needed a more cohesive story, either easier fights or more hearts for characters, way more items, and more than one puzzle. These expansions are not cheap, and I'm a little butthurt that the one that got so many rave reviews didn't work out for us at all, for some reason, and I can't get my money back.
And for the love of God, whatever you do, do not skip Asylum and go straight to this one, as is suggested by another review here. :facepalm: This expansion introduces a number of new game mechanics, so if you do this one first, you'll be confused when you play all the others. Plus, you'll need things from previous expansions to get you through this one. Third, Asylum is the BEST.
1) The Story- This story here was disjointed, poorly fleshed out, and thoroughly disappointing. I was hoping for intrigue, secret societies, and a historical clash of cultures. Instead we got the same generic fantasy stuff that’s been done a thousand times. No one at the table could even give a summary at the end of what happened, who the characters were, or what anyone’s motivation was.
2) The Mechanics- The mechanics here were unclear, not playtested, and pointless to the ultimate outcome of the adventure. The biggest infraction here is that the mechanics of the final boss battle were not playtested well enough, and result in the players having to hand-wave things in what should be the climactic point of the adventure. Utterly disappointing
Conclusion- Do not spend your money on this. It is a poorly realized, un-playtested mess. Space Cowboys keeps getting away with this kind of thing because you can’t look up anything about the game before you buy it (because you don’t want to be spoiled). Don’t be fooled-this expansion is a disappointing waste of money and…time.
Compared to the other scenarios (I've played them all) I loved that we were able to get through the entire story in one, reasonable session without having to bend the rules. The difficulty if perfectly balanced, so finding the right path isn't entirely exhausting and you'll be comfortable taking chances and accepting a few bad rolls. I guarantee that your play-through will be entirely unique to the group you play with.
If you're new to TIME Stories, I would highly recommend skipping the scenario included in the box and skipping straight to this one. It does a really great job of introducing elements from the other expansions without bogging down the pace. Second, I would also recommend playing with 4 people. This scenario will benefit from the extra personalities at the table, and that's really all I can say without spoiling anything.
If you're already a fan of TIME Stories, this is the scenario to play. (Especially after the let-down that was Expedition Endurance).