I thought this was a great idea (even if it’s a generic fantasy trope). This mission wasn’t too hard to win and helps to introduce the new rules to the players without overwhelming them. I did like how the campaign eases you into things by starting the series off with a bar fight. So building and optimizing your deck quickly is a must. If you wait too long, he will get too powerful or escape. The campaign is pretty much a race for how quickly you can take down the master. Unlike in base Hero Realms, where both players are pulling from the market (and handicapped evenly with a bad market), if you get stuck early on with a market full of high cost cards, you may as well start over. One of the main problems with The Ruin of Thandar is that it’s very luck based, and a bad market draw can destroy you in the game. Masters have four different special powers that will activate based on the card drawn. Unfortunately, the campaign mode ended up being a bit of a mixed bag for me. I like Hero Realms quite a bit and playing cooperative sounded like a great idea, especially with the fantasy theme. I, for one, was really looking forward to this cooperative mode. Each character gets a set of campaign specific abilities and skills. There are also some rules for adjacency should you want to help out your fellow teammates. Finally, the master takes all the attack power, from their minions and itself, and attacks the current player (champions first).Ī player turn is just like a standard Hero Realms turn, except that the player can’t attack the master directly while they have minions in their play area. If it’s a strike, it gets added to the master and when there are enough, he/she flips over to their more powerful side. Each card also has a colored icon on the top, and the master gets a power based on the color of the icon (discards, extra attacks, heals, etc.). Player turns are now divided into two parts: Master Phase and Hero Phase.įor the Master phase, you draw the top card of the master deck. The goal of each mission is to take down the boss before he kills you or escapes. They are divided into minions, events, and strikes. The rest of the cards are for the Masters (Bosses). Minions are put into play in front of you, or in the center for elite minions. Note: They will be replacing skills/abilities with better versions, not adding more to their repertoire. These are how they “level up” during the campaign. Each character (you have the character packs, right?) has a new set of skill and ability cards, along with a few treasures. The expansion comes with 144 cards divided up into a few areas. Does it change Hero Realms for the better? Grab your character packs and sharpen your swords, because we are going dig in to this one and find out. Well now they have their chance as The Ruin of Thandar, a three mission campaign pack, is now available. People have loved the *Realms line of games for a long time, but many have been clamoring to play it fully coop. One of the hotly anticipated offerings from the original Hero Realms Kickstarter campaign was a cooperative mode.
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