Heroes of the Shire is a turn-based combat game where players cast spells, use abilities, and learn combos to defeat their enemies. With 20 characters, 12 bosses, and over 800 spells and abilities, no two games will ever be the same.
There are 2 main game modes: Arena & Scenario.
Arena Mode: Players battle it out in the arena to become victorious. There are many different arena modes, with the most common being free-for-all and teams.
Scenario Mode: A cooperative mode where players travel through a themed scenario, defeating bosses and trash mobs via an adventure tile system. One pre-selected player (Villain) will defend the enemies, by taking actions for each enemy unit. Each scenario contains 3 epic boss battles which can last anywhere from 1.5 to 4 hours. Players can adjust the difficulty of a boss at any stage in the game, and players can join or leave a game as they see fit. Bosses' stats can be modified even mid-battle. A saved game sheet is available for those lengthy adventures that can't be completed in one evening.
—description from the designer
- Idea of turn-based combat with zero luck and everything out in the open
- Unique character classes and spell mastery boards
- Potential for people to like the deterministic combat system
- Set bonuses on equipment
- Turn-based combat is boring
- No single action is exciting or fun
- Deterministic nature means predictability and lack of surprise
- Game suffers from wanting to do too much with too many modes
- Everything is bog standard at best
- Fiddly component management
- Complex tracking of buffs, debuffs, and health
- Need to reference player aids for every condition
- Stacking multiple condition tokens is cumbersome
- Boring math with percentages (50% or 100%)
- Combat is dull due to no randomness
- Scenario mode exploration tiles do nothing
- Bosses have high defense making combat prolonged
- Too much in the game needed to be scrapped
- Lack of storage for components
- Worst rulebook seen, painfully bad with no structure
- Difficult to look up rules or find setup information
- Turn order stays the same unless modified by buffs/debuffs
- Hard counters exist for certain types with no way to overcome them
- No unique storage for character components
- Divinity: Original Sin
- Oathsworn
- Dice Throne
Mechanics (from transcript analysis)
- Arena mode — A mode focused on one-versus-one combat, where characters can level up and gain spell masteries.
- character classes — Each character has unique classes with distinct abilities and spell mastery boards, offering different playstyles and unique mechanics.
- Cooldowns — Abilities have cooldown periods that players must wait out before using them again. This is a core mechanic in the combat system.
- Scenario Mode — A mode where players progress through numbered tiles, drawing cards from an exploration deck that leads to fights, loot, or other events, with the goal of defeating bosses.
- Set Bonuses — Equipment items have set bonuses that provide additional benefits when multiple pieces of the same set are equipped.
- Spell Mastery Boards — Players can upgrade their characters through spell mastery boards, which are described as skill trees where players can mix and match abilities.
- token management — The game involves a significant number of tokens for buffs, debuffs, and health tracking, which are described as fiddly and cumbersome to manage.
- Turn-based combat — The game features turn-based combat that is described as deterministic with zero luck, where players can see all available actions and cooldowns. This is seen as boring and lacking excitement by the reviewer.
Video topics + discussion points
Quotes (from this video)
- If I'm going to praise games and give them their time of day to you know help people spend money the opposite has to be true in that I need to give them my honest opinion and help them save money
- I really don't like this game like it's it is not for me in the slightest
- the turn-based combat for this is just so boring in every sense of of the term for me
- it's just so so fiddly
- this game suffers from wanting to do too much
- this might be one of the worst Rule books I have ever seen it's painfully bad
- there's absolutely zero storage
- a boring game is worse
- I got nothing I got nothing like even the equipment I mean the equipment has like a set bonus that's kind of neat
- all that is in our game it's like okay so none of those are going to be good you're you yeah you have all those modes but they're all ass
- I gotta give it like oh man I got to give it a three I really really don't like it because I find I find the combat and the actual system completely boring
References (from this video)
- Rich PvP dungeon-crawler flavor
- Strong thematic resonance for fans of WoW/Warlords vibes
- Complex for casual players; requires commitment
- PvP dungeon boss battler with player-specific boards
- fantasy dungeon crawl with Hobbits vibe
- high-stakes PvP with WoW-like arena feel
- Descent: Legends of the Dark
Mechanics (from transcript analysis)
- Boss Battler — Each player has a board; boss-like encounters and stats scale up
- Character-driven abilities — Each player gains access to a suite of abilities and stats
- PvP arena boss battles — Each player has a board; boss-like encounters and stats scale up
- Unique Player Powers — Each player gains access to a suite of abilities and stats
Video topics + discussion points
Quotes (from this video)
- Compile is amazing. It's basically possibly our new favorite two-player card game.
- Castle Combo is fantastic and one of the best card games released in 2024.
- Galactic Cruise is the beast of a game; the rule explanation by the Board Game Wizard was one of the best.
- Aircon is the board gamers con—the library is amazing and the demo area is fantastic.
- We're going to do a proper content piece on Galactic Cruise because this game needs it.