This content requires the base game Age of Wonders III on Steam in order to play.

User reviews:
Overall:
Very Positive (53 reviews) - 96% of the 53 user reviews for this game are positive.
Release Date: Sep 18, 2014

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Downloadable Content

This content requires the base game Age of Wonders III on Steam in order to play.

Buy Age of Wonders III - Golden Realms Expansion

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Buy Age of Wonders III Collection

Includes 4 items: Age of Wonders III, Age of Wonders III - Deluxe Edition DLC, Age of Wonders III - Eternal Lords Expansion, Age of Wonders III - Golden Realms Expansion

 

About This Content

Golden Realms greatly expands Age of Wonders III’s empire building mechanics and introduces bucket loads of new content. These new features are used in random maps, new scenarios and a new story campaign, where Halfling survivors settle in a distant land filled with danger and treasures never seen before.

New Content Includes:

  • The Halfling Race: The little folk are back, with new units, heroes and leaders. The jesters shoots fireworks which dazzle the enemy and the cleaver flinging brew brothers keep the Halfling armies fed while on the road. Halflings can be used with all classes and introduce the new Luck mechanic which allows them to dodge incoming attack while they’re in good spirits.
  • Golden Realms Campaign: In this three scenario campaign, you help the Halfling survivors of the Heartwood Massacre rebuild an empire in an exotic land and confront an ancient evil.
  • Exotic Map Locations: Capture the Naga Dwelling, home to serpentine queens and giant man-snakes, and discover new treasure sites such as the fabled Lost City to benefit your empire.
  • Over twenty new units: Encounter new exotic units such as the filth throwing Dread Monkeys, alluring Mermaids and the fearsome Glutton who can swallow whole regiments in one bite.
  • New Hero Items: The Golden Realms contain 50 new magical artifacts to discover and use. Wield the enigmatic Crystal Skull, or wear a stylish Witch Doctor’s Headdress to mix in with the locals.
  • Wild Magic Specialization: Unleash wild magic. Cause spontaneous mutations, warp equipment and turn orderly battles into a pandemonium where the lines of battle are violently warped.
  • Partisan Specialization: Use new skills for guerrilla warfare. Create concealed hide-outs and develop ambushing skills.
  • Two hand crafted scenarios: Playable single and multi-player these new stand-alone scenarios are built around the new features of the Golden Realms expansion.

Features:

  • Mystical City Upgrades: Arcane treasure sites located in your domain unlock new unique upgrades for your cities, making the location and specialization of your cities more important than ever. Building a city near a Crystal Tree unlocks the Enchanted Armory which reinforces your armored units.
  • Empire Quests: Achieve empire building goals before your rivals to unlock unique rewards for your realm. This introduces a new type of indirect competition between players. Examples are the Eternal City: be the first to build a metropolis and get an awe-inspiring Monument of Prime Good and Evil, where the first player to achieve full good or full evil alignment has a party of champions the respective alignment join at no cost.
  • Seals of Power: A new King of the Hill style victory condition where players must capture and hold the dangerous Seals of Power structures in order to achieve victory. Don’t sit and hold back as broken seals attract extra-dimensional beings wanting to take the Seal back.
  • Defensive City Upgrades: Each race has a unique city defense to build. The Draconian’s Firestorm Pillar sets ablaze those who dare attack their city. Or the Bell Tower for the Humans which rallies the citizenry to shoot volleys at oncoming enemies.
Random Map Generator: New content and features are integrated into the updated Random Map Generator.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP, Windows Vista, Windows 7, Windows 8, Windows 8.1
    • Processor: Intel Core 2 Duo E6600 @ 2.4 Ghz or AMD Athlon 64 X2 5000+ @2.6 Ghz
    • Memory: 2 GB RAM
    • Graphics: nVidia 8800 / ATi Radeon HD 3870 with 512MB or Laptop integrated Intel HD 3000 with 3GB system ram
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • Sound Card: DirectX 9 Compatible
    • Additional Notes:
      • Requires a 1024x768 screen resolution.
      • Requires an open IPv4 connection for online multiplayer.
      • A Triumph Account is required to use the game's online services. The game's single player and Hot Seat modes are fully playable using the guest account.
      • Please note that the Editor is Windows only.
    Recommended:
    • OS: Windows Vista, Windows 7, Windows 8, Windows 8.1
    • Processor: Intel Core 2 Quad Q6600 @ 2.4 Ghz or AMD Phenom X4 9900 @ 2.6 Ghz
    • Memory: 4 GB RAM
    • Graphics: nVidia Geforce 460 1GB or AMD Radeon HD 6850 1GB
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • Sound Card: DirectX 9 Compatible
    • Additional Notes: A 1920x1080 screen resolution.
    Minimum:
    • OS: 10.9.3 (Mavericks)
    • Processor: Intel Core 2 Duo E6600 @ 2.4 Ghz or AMD Athlon 64 X2 5000+ @2.6 Ghz
    • Memory: 3 GB RAM
    • Graphics: nVidia Geforce GTX 250 / ATi Radeon HD 4870 with 512MB or integrated Intel HD 4000 with 3GB system ram.
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • Additional Notes:
      • Requires a 1024x768 screen resolution.
      • Requires an open IPv4 connection for online multiplayer.
      • A Triumph Account is required to use the game's online services. The game's single player and Hot Seat modes are fully playable using the guest account.
      • Please note that the Editor is Windows only.
    Recommended:
    • Processor: Intel Core 2 Quad Q6600 @ 2.4 Ghz or AMD Phenom X4 9900 @ 2.6 Ghz
    • Memory: 4 GB RAM
    • Graphics: nVidia Geforce 460 1GB or AMD Radeon HD 6850 1GB
    • Additional Notes: A 1920x1080 screen resolution.
    Minimum:
    • OS: SteamOS, Ubuntu 14.10
    • Processor: Intel Core 2 Duo E6600 @ 2.4 Ghz or AMD Athlon 64 X2 5000+ @2.6 Ghz
    • Memory: 3 GB RAM
    • Graphics: nVidia Geforce GTX 250 / ATi Radeon HD 4870 with 512MB or integrated Intel HD 4000 with 3GB system ram.
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • Additional Notes:
      • Requires a 1024x768 screen resolution.
      • Requires an open IPv4 connection for online multiplayer.
      • A Triumph Account is required to use the game's online services. The game's single player and Hot Seat modes are fully playable using the guest account.
      • Please note that the Editor is Windows only.
      • Not running SteamOS or Ubuntu 14.10? That doesn't mean your machine won't run the game, it just means we haven't seen it run on those distributions in the office. Visit the various AoW3 forums to learn more and share your experiences. Please post feedback on how the game runs on your system to help your fellow gamer and to help us improve our Linux build.
    Recommended:
    • Processor: Intel Core 2 Quad Q6600 @ 2.4 Ghz or AMD Phenom X4 9900 @ 2.6 Ghz
    • Memory: 4 GB RAM
    • Graphics: nVidia Geforce 460 1GB or AMD Radeon HD 6850 1GB
    • Additional Notes: A 1920x1080 screen resolution.
Customer reviews
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Overall:
Very Positive (53 reviews)
Recently Posted
methias215
Posted: July 21
A really enjoyable experience. Excellent replay value. It's really fun to create your own maps too, depsite it taking some time to do so. Had fun in multiplayer too. A must have imho.
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Leruni
Posted: May 24
Age of wonders is just awesome, be sure to grab all the 3 parts!
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agosaxv2
Posted: January 28
Buy it! :P
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The True Emperor
Posted: September 2, 2015
I absolutely LOVE this game!!! So much fun. Easily the best turn based strategy game I have ever played :)
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Rand al'Thor
Posted: June 22, 2015
Halflings, disgusting creatures, fat hobbits aside this is a great and in my opinion, must have expansion if you enjoy the base game or are thinking about getting the base game plus expansions, get this
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Zindaras
Posted: May 16, 2015
Golden Realms not only adds a significant amount of content to the base game, but it also solves a number of issues that AoW III had, massively improving the game.

As far as new content goes, the game adds a new race (Halflings), a new independent dwelling (Nagas), two new spheres of magic, a new campaign, a new victory condition (seals), and new buildings (special buildings and turrets).

The Halflings are the most unique race in AoW III, as they get their own mechanic, lucky, which allows them to dodge incoming attacks based on their morale. The already-existing morale mechanic therefore becomes even more important than it was before, and the race really fits very well into the rest of the game instead of feeling tacked-on. The Nagas pull the focus a little bit towards naval combat. Always a bit underwhelming in strategy games, the Nagas let you increase your naval power without losing your land power. The spheres of magic are interesting. The partisan sphere lets you use hit-and-run tactics, while the wild magic sphere does random things and is funny to use.

The new campaign is short. To be honest, I disliked the voice actor who did the big wall-of-text stories that I already dislike about AoW, but that's the main concern. The campaign makes sure you get to play with all the new toys of the expansion and the final mission was one of the most challenging scenarios of AoW III that I've played.

The new victory condition, the seals of power, is a fantastic addition to AoW III. Like many turn-based strategy games, AoW III has the tendency to put you in the position where you've practically won the game, but have to slog over half the map in order to get rid of the last enemies. The Seals prevent that. Every turn in which you have an army on top of a seal, you gain one charge, and after you get a specific number of charges, you win the game. But you have to keep the army there, and it better be large enough to defend itself against the random enemies the seal spawns now and then. The seals massively speed up the game, especially on huge maps.

The new buildings are equally important. As you capture independent treasure sites around your cities, you can unlock new buildings to build in those cities. This really lets you specialize your cities, which is great, because in the base game, every city was pretty much the same and it didn't matter where you produced your units. The turrets are the best addition to AoW III, however. During a city siege, they will automatically attack one random besieging unit every turn. In the base game, you could comfortably bombard the city's walls and defenders from far away and just wait for them to come outside. This is no longer possible, because the turrets will hurt you quite badly if you do. This makes besieging cities a lot more fun and challenging than it was before.

All in all, the Golden Realms solves a few of the biggest issues that AoW III had, while also adding extra content. It is a definite recommendation and I wouldn't want to play the game without it anymore.
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Caiden
Posted: May 1, 2015
Great expansion that significantly improved upon an already great game.
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Stefan
Posted: April 24, 2015
Not bad, for the price.
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Mr. Snerdly
Posted: April 18, 2015
I haven't played the campaign yet, but I love the addition of the halfings to the game!
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Strategikal
Posted: April 16, 2015
While the Golden Realms Expansion for Age of Wonders III only offers one new race, this expansion adds a lot of new features to the game - units, items, spells and skills - all of which are usable in the random map mode, as well as a new campaign and a couple of new scenarios.

The halflings (effectively hobbits, if you prefer) are the main feature of this expansion though. While they may seem a bit weak and wimpy at first, they do have one very useful thing on their side - luck! This helps them to survive dangerous encounters more effectively than you might expect them too. Although I've never been a fan of halflings myself, I have to admit that I've had a lot of fun playing them, much more than I expected to.

Even if you're not a fan of halflings, this is an essential addon in my opinion, if only for all of the other features it includes.
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Most Helpful Reviews  Overall
98 of 106 people (92%) found this review helpful
Recommended
Posted: October 13, 2014
Golden Realms is the first expansion for Age of Wonders 3. It introduces a number of new featurers to the game and adds a lot of new content as well as some unique mechanics to the (already very good) base game. You are in for a treat with these new features:

  • A new race: The Halflings (with their own campaign)
  • A new neutral dwelling: The Naga
  • Two new specializations
  • An alternate victory condition: Seals Victory
  • Empire Quests, Mystical City Upgrades and racial Defenses
  • Two new scenarios

The Race
The Halfings are back, and they play quite different! The halflings are available for any class and of course also have their own (rather unique-looking) racial units (ever wanted to throw chickens at the enemy? Well, now you can!) They also come with their own campaign, making use of most of the new features added with Golden Realms.

The "Lucky" mechanic
Being rather small fellows and not heavily armoured either all halfling units suffer a 20% physical weakness. To counter that they all have the brand new innate trait "lucky". Lucky units have a chance to completely dodge attacks (both physical and magical). The luckier you are, the higher your chance to avoid being stabbed to death. The lucky trait is in direct relation to the unit morale: happier units = luckier units; units with negative morale will no longer be lucky.

While other races have some means to get the lucky trait too (mainly by visiting the new "Lucky Cloverfield" structure) it is a central mechanic for the Halflings. With their physical weakness halflings need to uphold high morale for the chance to avoid hits. This makes for some very interesting battles, especially on terrain they don't like much.

Many existing and new abilities have also been revamped and given moral modifiers. Severely poisoned units now suffer a morale penalty for a few turns, while the new "Halfling Brewbrother" unit can prepare a feast for a friend, increasing their maximum HP and morale for the fight, for example.


The Neutrals: Naga
These slithering guys are the new neutral faction that you can encounter on random maps, adding to the existing dragons, giants, fairies and archon revenants. They come packed with 5 units (4 of those are new additions to the game, the other one is a Baby Reed Serpent) and a unique-looking city (which should look familiar to Age of Wonders 1 veterans). They are powerful melee fighters, but their matriachs also know how to weave a spell or two. Their scariest unit by far is the gigantic "Glutton". The "Swallow Whole" ability gives the glutton a chance to simply devour its target, using it as a snack and to regain health. Fret not though, as - more often than not - you will be able to "retrieve" your most recently devoured unit if you kill the glutton. All naga units (except the glutton and the reed serpent) have the "Regrowth" ability, allowing them to heal 20% of their HP every turn in battle and 100% of their health on the world map.


New Specializations
The Partisan and Wild Magic Adept + Master specializations have been added with this expansion.

Partisan focuses on guerilla-warfare and stealth. The spells you get with Partisan are mainly focused on concealing your units and lessening the cost of hiring neutral units/buying neutral cities.

Wild Magic Adept and Wild Magic Master give you access to highly powerful albeit very random spells. For example, "Spontaneous Mutation" gives all your units 2 "mostly beneficial" mutations for the duration of the combat, while "Unstable Transformation" allows you to transform a friendly target into a random unit of equal or higher power for the rest of the battle, afterwards the affected unit will die.


Alternate Victory Condition: Seals
"Seals of Power" are a new optional victory condition available both on random maps and the 2 scenarios that come with the Golden Realms expansion. The goal is to find and conquer the seal structures on the map. You control a seal by standing on top of it, and for every turn you control a seal you get a charge. You will win the game after accumulating a certain amount of charges (depending on map size and your user-settings when you generate a random map). Be careful when capturing a seal though, as capturing a seal will periodically attract all kinds of elementals.


Empire Quests, Mystical City Upgrades and racial Defenses
Empire Quests will reward the first player (or AI) to complete them with a set of appropriate rewards. These quests usually center around your city or empire. For example, being the first player to achieve a "Pure Good" or "Pure Evil" alignment will reward you with a set of alignment-appropriate units, whereas the first player who grows a city to a metropolis will get a permanent bonus to all gold, mana and research income for that city.

Mystical City Upgrades become available when you have cleared treasure sites and they become part of one of your cities' domain. This allows you to build a special structure in that city that will bestow you with unique bonuses. For example, having a "Crystal Tree" in your domain will allow you to build an "Enchanted Armory", giving all future armored units bonuses to defense and resistance, whereas owning the new "Lost City" structure allows you to produce the new "Feathered Serpent" unit in your city.

Race-appropriate defensive city upgrades are a relatively minor thing, but they add a lot to the individual style of all the races. This allows you to build a racial defense upgrade in your cities. Halflings get to build rabbit burrows, sending out vicious rabbits to defend your city if it gets attacked, whereas the human's bell tower upgrade makes your citizen shoot arrows at enemies every turn during combat.

Two new scenarios
These should be rather self-explanatory, two new hand-crafted maps by the developers. One of them is a large 6-player map while the other one is a medium 4-player map. Both scenarios utilize many of the new units, structures and other features of the expansion as well as the Seal Victory.

Keep in mind that, while the additions listed above are the main features of the expansion many new heroes, units and items have also been added to the game.
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39 of 42 people (93%) found this review helpful
Recommended
Posted: October 3, 2014
I am extremely pleased with Age of Wonders 3. It is the most fun I have had with a game in years. I think the game strikes the right balance of empire building, exploring, and combat. Playing mutliplayer is a blast and the AI in almost all circumstances is the best I have experienced in a game. The lone exception in the excellent AI performance is handling random summons during combat (it over reacts big time). As opposed to Elemental Enchantess, AoW3 has soul and is a very fun experience.
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36 of 38 people (95%) found this review helpful
Recommended
Posted: April 16, 2015
While the Golden Realms Expansion for Age of Wonders III only offers one new race, this expansion adds a lot of new features to the game - units, items, spells and skills - all of which are usable in the random map mode, as well as a new campaign and a couple of new scenarios.

The halflings (effectively hobbits, if you prefer) are the main feature of this expansion though. While they may seem a bit weak and wimpy at first, they do have one very useful thing on their side - luck! This helps them to survive dangerous encounters more effectively than you might expect them too. Although I've never been a fan of halflings myself, I have to admit that I've had a lot of fun playing them, much more than I expected to.

Even if you're not a fan of halflings, this is an essential addon in my opinion, if only for all of the other features it includes.
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26 of 31 people (84%) found this review helpful
Recommended
Posted: December 11, 2014
Well worth it especially if you ♥ Halflings.
Includes a fully fleshed out Halfling faction.
New Monsters, Dwellings, and Units.
New School of Magic w/ Spells.
New Specializations, and Customization Items.
New Victory Conditions.
New maps.
3 Part Halfling Campaign.
And more...
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19 of 20 people (95%) found this review helpful
Recommended
Posted: March 10, 2015
Unless you are a hard-core multiplayer, in which case I believe the magic items and new races will make this worth it for you, I wouldn't fret this X-pac until it is on a super-sale.

It was well done. Humorous halflings and their chicken chasing, but there wasn't a lot of material to play. The scenarios ended far too quickly, and there were only a few of those. So if it's on sale, it's worth a shot.
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19 of 22 people (86%) found this review helpful
2 people found this review funny
Recommended
Posted: January 17, 2015
The Golden Realms is the first expansion for Age of Wonders 3, adding the Halfling race, a new campaign and a plethora of new features which after you play your first few Random Map Games with, you'll wonder how you lived without. As you might've guessed, this will be a positive review.

Firstly, the feature list added by this expansion:

- The Halfling Race, a fully fledged race with a line up of interesting and unique race units and a few special abilities on their class units, and all benefiting from the new 'Luck' mechanic, which allows them a percentage chance to dodge attacks depending on their morale (Something that is needed due to them being physically weaker than their larger counterparts)
- The Naga Dwelling, a new Dwelling of independent units, from the foot soldiers of the Slither and Guardian, to their lightning slinging Matriarchs and troop-devouring Gluttons.
- New Treasure Sites
- The Mystical City Upgrades, which means that certain treasure sites, when inside a city's domain, can be used to produce new, unique structures that confer benefits to the troops produced there, or unlock the production of new units such as Mermaids or flying serpents.
- New Specialisations, the Wild Magic spec focuses on summoning lesser elementals of a random elemental type, and bringing chaos to bear on the battlefield, buffing troops randomly or debuffing enemies in various ways, and the Partizan specialisation gives new ways to be stealthy on the strategic map (and generally make a pain of yourself to your enemies)
- Empire Quests, competitive quests that can be completed by a player and then by no other, that confer various benefits such as a stack of new troops, random artifacts, or unlocking whole new spheres of magic (randomly).
- The Seals of Power, a King of the Hill style objective to provide a new way to win maps.
- Defensive City Structures, upon building a Siege Workshop each race unlocks a defensive structure that contributes random strikes upon the enemy for each turn of siege combat, making a well defended city an even tougher prospect to fight at.

And a succinct review of those features:

The Halflings: Well, they fit right into the game as if they had been there from the start, their physical weakness counterbalanced by a small buff to ranged damage and their "Lucky" mechanic, which gives them a small percentage chance to dodge damage that increases the higher their morale. Their units have a sense of humour, something that has always been present in the Halfling lore in the AoW-verse - They are pranksters, jokers and generally embrace a joie de vivre in the face of all the dark and grim things on Athla. Some might feel them a little too unique when compared to the races as they were in base AoW3, but each race was diversified by the patch that accompanied the release of the Golden Realms, and a patch touted to come alongside the next expansion seeks to continue that work.

The Naga Dwelling: A dwelling filled with interesting units, the primary aspect of which is their amphibious nature, affording them great mobility and a handful of interesting abilities on their higher tier units. Not too much to say about these guys, except that they are a great addition to the RMG, as always.

New Treasure Sites: As above, there isn't too much to say about these - New dungeons and monster spawners, with new and old creatures defending them/being spawned from them, and a slew of new items to be earned from them. But they also tie heavily into the next feature which is..

The Mystical City Upgrades: This is, probably, my favourite feature of the expansion. Certain treasure sites, when cleared of enemies and within a city's domain, allow a new structure to be built in that city. This structure either confers a bonus to a certain unit class or units with a certain trait (Say... +1 armour to all armoured units, or giving Pike Units a Spirit Damage Channel and other abilities), or allows the production of new units in that city. What this results in is that each city can become, with a little forethought, a powerhouse for producing certain types of unit, to get the absolute best from them, and adds much needed importance to individual cities, and, if you really want to min-max from them, to the races that you force to inhabit those cities.

New Specialisations: Not too much to say about these, the diversity is always good. Wild Magic focuses on providing random benefits or debuffing your enemies, chaotically terraforming city domains, swapping unit locations, summoning the (new) lesser elemental units and so on. Partisan is a specialisation that allows a player to perform hit and run attacks, hide units and get discounts on buying troops from Inns.

Empire Quests: Possibly my second most favourite generalised feature of the expansion. These are competitive quests that are available from the start, can only be completed by one player, and confer benefits upon the player who completes them - either generally, or restricted to the city that completed it - depending on the player who actually completed it. This can be a stack of new units for reaching Full Good/Evil alignment, or randomly recieving two new spheres of magic to research after being the first to research all available spells and abilities in your research book.

Seals of Power: The strength of these lie in providing a new way to complete a level. When they are present, the map can be won the traditional way (by defeating all the enemies), or by holding these for a (customisable, in the RMG settings) set length of time. However, as you hold a seal, it will periodically spawn new defenders who will try to reclaim them from you, meaning that you have to defend them against both your enemies and the seal itself. Especially good for L+ maps which you are worried about taking too long to finish.

Defensive City Upgrades: Make besieging a city a slightly more risky proposition than it had been before, is basically the AoW3 equivalent of the Magical Guard Towers from AoW2, but with each race getting their own, individual form of it. Not game-breaking, and a feature you will wonder how you ever survived without.

All this ties together to plug seamlessly into the base game and make you wonder how you ever played without it. It highlights Triumph's Strategy of "Improve, and Add More", and that they actually mean it.

That feature list should really convey all you need to know, it expands the game, adds new ways to play it, a new race and a whole slew of features that enhance the game greatly. If you like Age of Wonders 3, you really should buy this expansion pack, as it is a lot of bang for the buck, and if you're staring at this during a sale, then... buy this already.
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11 of 13 people (85%) found this review helpful
2 people found this review funny
Recommended
Posted: October 11, 2014
It´s an awesome experience and a nice addition to the basic Game, We always play AoW 3 with friends in the Hot-Seat Mode, but now i bought it to experience the campaign. Must have for every turn-based strategy fan!
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7 of 10 people (70%) found this review helpful
1 person found this review funny
Recommended
Posted: February 7, 2015
Halflings are adorable. They have the unique Luck mechanism - giving them a chance (based on their morale) of dodging attacks in battle. Nothing beats it when this mechanism is triggered in battle!!

Apart from the new race, the expansion includes many other things like a campaign, a new dwelling type, many new items and two specializations with new spells.

This DLC should not be missed if you like the base Age of Wonders III...
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9 of 15 people (60%) found this review helpful
Recommended
Posted: November 19, 2014
A great expansion for a great game! I fall in love with halflings and these beautiful landscapes <3 Just buy it!
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5 of 8 people (63%) found this review helpful
4 people found this review funny
Recommended
Posted: February 24, 2015
I am always a sucker for knights riding donkeys or ponies. :P There is just something awesome about seeing a horrific beasty or eldritch horror get taken down by one of the wee folk on a wee lil pony. :P
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