Just finished the Goblins quest.
i have to say, once you get the rhythm down, it flows very well. I tried it solo (Mage and Scout), and I was never really in danger of dying or not having viable choices, so I thought it well balanced (I chose the archetypes at random, and then a random character per archetype).
Obviously it being a very introductory quest/scenario, there weren’t that many locations to explore, and I didn’t get to see all the varied enemies even with a relatively small deck size. And this wouldn’t change even with 4 players, as you activate twice per hero while only 2 players (or solo since the rules state you play 2 heroes). So the same reveal pace would happen with 4 players.
i do think the rules are a bit... lacking. There’s a few things that aren’t very clear (like, for instance, when Aid is used and you select a target hero it’s never clarified whether you can target yourself for its effects. I played it as if you could only target someone other than you.
Overall I felt it was a bit easy, but it may be because it’s an intro scenario. But what I played was very satisfactory and it plays very well solo.
Another negative, in my opinion, is the advancement/class specialization. You can only upgrade each type of card once. So, for instance, you can’t have two levels of upgrade for Aid activation. And having just two “classes” feels a bit limited, and I can already see myself choosing strictly one class regardless of character, unless special character powers affect things. So I really didn’t think there was that much choice in advancement.
All this may change with additional expansions, and I hope they do have a lot of them planned.
However, the content in this box should provide plenty of enjoyment for a while, considering I have 10 more characters to play, and 7 more scenarios to take them through.
Would love to hear other folks’ opinions!