Table feel
Highly interactive game with a good balance of direct and strategic confrontation. Players need to pay attention to each other's actions and make strategic decisions to achieve their objectives.
Become the head of a Great House of Luthadel in this game of negotiation and betrayal set in the world of Brandon Sanderson's Mistborn novels. Contend with myriad problems plaguing the Final Empire — rampaging koloss, disease, social unrest, even the heroes of the novels — and wi...
Players
3-5
Time
60-120
Age
13+
Weight
2.81
Rating
6.80
Should this hit the table?
Highly interactive game with a good balance of direct and strategic confrontation. Players need to pay attention to each other's actions and make strategic decisions to achieve their objectives.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Highly interactive game with a good balance of direct and strategic confrontation. Players need to pay attention to each other's actions and make strategic decisions to achieve their objectives.
Mistborn: House War offers a high level of variability with its gameboard, expansions, and strategic depth. The game adapts well to different player counts and provides a consistent and engaging experience. Although it may take some time to learn, the depth it offers makes it worth the investment. Overall, it has a strong replayability score of 7.87 out of 10.
The final luck score for Mistborn: House War is 6.67, indicating a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
Become the head of a Great House of Luthadel in this game of negotiation and betrayal set in the world of Brandon Sanderson's Mistborn novels. Contend with myriad problems plaguing the Final Empire — rampaging koloss, disease, social unrest, even the heroes of the novels — and with every step jockey for the Lord Ruler's favor. At the end of the story, will you rise to power and prestige — or fall in ruin and disgrace? Mistborn: House War is a resource-management game set during the events of the first Mistborn novel. Three to five players assume the roles of various factions and must work together to solve the "Problems" facing the Final Empire. In order to solve these problems players must expend a certain combination of resources, but in return they receive Favor from the Lord Ruler. Each round, players produce resources (food, money, prestige, skaa, warriors, and atium) in different proportions and combinations based on their faction. You can convert between different resources to get something that is missing, but in the long run the players must work together, pooling their resources, to succeed. There are four tiers of "Problems"; at the start of each turn a problem is added to the board in the corresponding column and each pre-existing problem moves up one tier. If a problem passes tier 4, than it is said to "Erupt" (a reference to the novel) and it causes various problems for the players, such as increasing the level of "Unrest" or giving players "Disfavor". The main part of gameplay is the negotiation between players to solve these problems. Anything except Favor gained in previous turns can be negotiated: resources, Personality cards (which can have a variety of effects), out-of-game favors, etc. The game can end in two ways, either the Unrest reaches 8 or a special problem card (Vin) is resolved. If she is not defeated and is allowed to erupt she increases the Unrest by 4. If the players are able to defeat Vin, then the player who has the highest amount of Favor wins. If the Unrest reaches 8, then the rebellion occurs and the player with the least Favor (the faction furthest from the Lord Ruler) wins.
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