I've been trying to condense and organize in my office as space was becoming an issue. While doing to, I came across
Gloom of Kilforth, a game I hadn't touched since it was packed up for my move (last spring). It felt right, so I busted it out and have been playing it all week long (and having a blast). I don't see people speaking about it much, but I can appreciate it had a small print run and it's based out of the UK. However, the stand-alone (but fully backwards compatible) sequel is due to be delivered in the next month, so copies of this game should also be available for bit.
This is my leveled-up Half-Elf Scout (randomly selected by the way, totally a cliche accident), having just defeated an orc ravager and then slipped back into the shadows (that little broccoli meeple)
In short, it's a card-based RPG-ish game that has you trying to defeat an ultimate evil by completing a series of quests and then confronting them in combat. While you're moving around the map (a game world made of 25 different randomly placed cards), you have encounters, find treasure and potentially level up. Everything is based off of a "key word" system - all the cards have identifying words on them ("Place"; "Quest"; "Item") and in order to complete saga and progress, you need to have cards in your hand (that you win during combat or by passing skill checks) with those matching key words. Here's an example of the first saga I completed:
The keywords I needed are on the bottom of the saga card, and each of the three cards after has one of those keywords to help me progress. Basically, I found a secret healing pool and then ran into a lost noble. While escorting her back to civilization we were ambushed by raiders. After defeating them, I was discovered information about what I needed to do next (saga 2). Note, none of that was spelled out for me - it all emerged randomly as I was moving around and discovering/exploring the world.
And that's what I love about this game - the story that unfolds from the randomness. It's not a complex game (everything is resolved with D6 rolls where only 5/6 count as successes) and the wooden components feel a little off - I think tokens would have been fine. It was created as a MP game, but it can be played true solo (which is what attracted me to it in the first place). I'm taking my time, but I bet with practice I could finish a whole game in 90 minutes - another bonus. The game lasts 25 turns and there are 25 map cards. Each round one falls into Gloom and if you don't defeat the main evil before then, it's game over.
It's not as crunch as something like Aventuria, but the abstract nature (for me) works. The art is also bananas - probably some of the best I've ever seen in a card game. Definitely rooted in high fantasy. Feels a little Tolkien but slightly darker. With the randomness of character creation (you pick a class and race), I feel like there's a lot to explore. Would recommend as a solid solo game.