I loved Primal: The Awakening, which I recently reviewed here. It is an amazing card-driven, cooperative boss battler with great monsters and a unique combat system.
Primal was created through a crowdfunding campaign. It has big minis. It is overproduced. So, would you be shocked to know that it also launched with FIVE expansions?
I am going to cover what each box adds, my opinion on whether it is worth it, and, finally, a priority list for acquiring them if you do not want to purchase all five.
Integrating the new content is VERY easy. While this may annoy some consumers, the core game was printed with the expansions in mind. The quest board includes nine locations, six for the element types in the core, and three for the new elements. New quest cards are added to the existing quest deck, with each new campaign book covering the quests related to their respective monsters. New keywords are covered in each rulebook as well.
Mount Havoc Expansion
This is the most unique expansion of the five, as it adds no new monsters. More importantly, it includes two new hunters, their dashboards, and their cards. One hunter wields dual blades and the other utilizes a heavy gun. These hunters have their own playstyle and are completely different from each other, as well as the four from the core box. It also includes one additional copy of every helm, armor, item, and potion, from both the core set and all other expansions. Why? So you can play FIVE players. Note: DO NOT play five players.
It also includes all the weapon cards for all forges for both hunters, as well as twenty-seven new forges. Why twenty-seven? These new forges update the available crafting options to include dual blades and heavy guns.
Finally, this expansion includes an alternative, shortened campaign called “Mount Havoc,” and consists of three battles. It is more involved than a one-shot expedition, allows for you to experience player progression, but is much shorter than the base game campaign.
I highly
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