




Kinfire Chronicles: Night's Fall
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The FroGames Card
The lantern goes out. Someone suggests turning back. Someone else says it's almost over. Then a sound comes from the shadows, and you realize you won't be going back the same way.
WHAT IT IS ABOUT
A tactical campaign where every choice leaves its mark
Designed by Kevin Wilson (Descent, Arkham Horror LCG) along with Darrell Hardy, Adela Kapuścińska, and Brandon Perdue, Kinfire Chronicles: Night's Fall is a cooperative campaign that blends tactical combat and branching narrative. Published by Incredible Dream Studios in 2023, the game puts you in the shoes of Seekers, protectors of the city of Din'Lux armed with kinfire lanterns, the only defense against the creatures that emerge on Starless Nights.
Each quest is divided into three distinct phases: exploration with choice cards, tactical battles on a physical map with miniatures and a destiny bag that controls enemies, and rest periods in the city to trade, talk to NPCs, and upgrade your deck. Moral decisions are not decorative: following your character's principles earns you kinfire tokens to unlock stronger abilities, but every choice has permanent consequences for the campaign.
What they say abroad
"A campaign that remembers your choices and makes you feel their weight."
Una campagna che ricorda le tue scelte e te ne fa sentire il peso.
— Meeple Mountain
Questo è un primo sguardo su una campagna ancora giovane. La scheda si aggiornerà con l'esperienza al tavolo.
— FroGames
Kinfire Chronicles: Night's Fall
The game is designed for solo play with dedicated rules that change nothing except enemy count. The tactical experience remains complete, but the discussion on moral choices that creates narrative tension in multiplayer is lost.
What's in the box
Six elements that build the campaign
Kinfire Lanterns
Your only source of light and power. They are consumed during missions: managing them poorly means being left in the dark with advancing creatures. Each Seeker has a personalized lantern with unique abilities.
Physical Tactical Map
Fight on a real grid with cardboard standees. Positioning, line of sight, and movement matter: it's not an abstract dungeon, it's a clash where every hex can save or condemn you.
Destiny Bag
Contains numbered enemy tokens. You draw to discover who acts and with what attack. You can manipulate it with boost cards (put a token back in) but never fully control it.
Moral Choice Cards
They present you with permanent dilemmas: sparing someone, stealing, lying. Each character has an ethical code: following it gives you kinfire tokens to grow, betraying it leaves you weaker but perhaps saves the group.
Recommended Sleeves 1265 cards in 1 size ▼
If you play often, we recommend protecting your cards with transparent sleeves to make them last a long time.
| Size | Quantity |
|---|---|
| 63 × 88 mm | 1265 |
| Total cards | 1265 |
Come si gioca
Video dimostrativo di gameplay.
🎲How to playThe rules in four steps▼
How to play
The flow of each quest
Three distinct alternating phases: narrative exploration, tactical combat, rest in the city.
Read quest cards, make choices. To overcome obstacles (cross a river, chase a suspect) draw cards from your deck: specific colors and numbers are needed. Failing doesn't stop you, but changes the options afterward.
Place enemies on the map. Draw tokens from the destiny bag to determine who acts. On your turn, play action cards to deal damage/move, on other turns play boost cards to help or manipulate the bag.
Return to Din'Lux. Talk to NPCs (unlock subplots), buy cards at the market, upgrade your deck by removing weak cards or adding new abilities.
Mark consequences on the sheet: NPCs saved or dead, kinfire tokens earned, new quests unlocked. Moral choices made become requirements or blocks for subsequent missions.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Departure from the city
Choose the quest, read the intro. Someone checks the inventory, someone else prepares the lanterns. The city of Din'Lux behind you, darkness ahead. Let's go.
First difficult choice
A card asks you to decide: help a merchant or continue. Someone looks at their character code, someone else thinks about the reward. The choice you make will mark the campaign sheet forever.
Combat erupts
Open map, standees placed. Draw from the destiny bag: the boss token appears, heavy attack. Someone plays a boost card on another's turn to save them, the lantern runs out. The table fills with calculations and distances.
Critical lantern
Your lantern is running out. You can finish the enemy or retreat: if it goes out here, you lose key abilities for the rest of the quest. You look at the others, they look at you. You decide.
Return to Din'Lux
Quest completed. City phase: buy cards, talk to NPCs, unlock new options. Someone reads the consequence of the previous choice: an NPC has died, another is grateful to you. The campaign remembers.
🐸What to know beforehandThree honest things, from friends▼
What to know beforehand
Three things a friend would tell you
Slow combat setup
Each battle requires preparing the map, standees, destiny bag, and enemy decks. It's not as fast as a dungeon crawler with an app. If you play short campaigns (1 quest per evening), the setup/play ratio can be burdensome.
Short base campaign
The core box offers a campaign that can be completed in 5-7 sessions. There are branching paths but not enough to immediately justify a second run: the expansion is needed to truly explore all choices.
Destiny bag can be frustrating
Drawing the wrong token at the wrong time (like a boss attacking twice in a row) can overturn perfect plans. Boost cards mitigate but don't eliminate variance: those who hate tactical chance might suffer.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to lose
Each quest has specific objectives. Failing them doesn't end the campaign, but marks permanent consequences.
Quest completion
- Defeat all required enemies within the turn limit
- Reach the objective hex with at least one Seeker alive
- Protect critical NPCs or items until the end of combat
Failure (not Game Over)
- All Seekers eliminated: the quest fails, mark negative consequences
- Objective not reached within the timer: continue anyway but lose rewards
- Lanterns depleted: some powers become unusable for the rest of the mission
Kinfire Chronicles doesn't kick you out if you make a mistake. It makes you live with the consequences, and that's worse.
💬Frequently Asked QuestionsQuick answers before checkout▼
Frequently Asked Questions
FAQ about Kinfire Chronicles: Night's Fall
What mechanics does Kinfire Chronicles: Night's Fall use?
Deck construction (add/remove cards during the campaign), hand management for actions and boosts, chit-pull from the destiny bag to determine enemy turns, tactical grid movement, and storytelling with permanent moral choices.
Can I play single quests or do I have to play the entire campaign?
Technically, you can play isolated quests, but you lose the entire point of the game. Choices have consequences, characters grow, the city changes: disconnecting missions removes 80% of the experience. It's designed for continuous campaigns.
How long does the full core box campaign last?
5-7 sessions of 60-90 minutes each, depending on how many times you return to the city and how much time you dedicate to choices. It's not as long as Gloomhaven, but not a one-shot either: it requires continuous commitment with the same group.
Do the cards have a lot of text? Do I need to read a lot?
Yes. Quest cards, moral choices, and NPC dialogues require constant reading. It's not a silent dungeon crawler like Zombicide: if the group hates walls of text or doesn't speak English well, this becomes a real problem.
Is it available in Italian?
No, this edition is in English. All text (cards, rulebook, quest book) is in English. A good understanding of the language is needed to manage narration and moral choices without losing nuances.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Kinfire Chronicles: Night's Fall is a cooperative campaign game for 1-4 players, lasting 45-60 minutes per session, ages 14+. Designed by Kevin Wilson (Descent, Arkham Horror LCG), it combines tactical deck construction, combat on a physical map with a destiny bag, and permanent moral choices that alter the narrative. Published by Incredible Dream Studios, it offers a fantasy campaign where every decision leaves consequences on the city of Din'Lux and its inhabitants. Available on FroGames.it.
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
The photos on the website often come from BoardGameGeek and are intended to give you an idea of the game. They may vary slightly from the version you receive. The content declared by the publisher is always binding.
📦Does the content of the box match what is indicated?
We always strive to provide the correct content, but minor variations are possible due to reprints or updates. The information comes directly from the publishers. If you have any questions, please contact us!
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