The Hunters A. D. 1492 is a fully cooperative game which enables you to play solo or with a group of friends.
Players become monster hunters who participate in a complex and gripping campaign comprised of hundreds event, road and town cards and tome of tales. The narrative presented on the cards and book is full of story twists and difficult decisions to make.
During the campaign, players execute quests. Each of them takes 30 to 60 minutes to play. It may take place during the day or at nighttime, in various weather conditions. Every time players must choose proper tactics and equipment matching current circumstances.
Players may barter with local inhabitants, undertake various jobs, overcome unexpected obstacles or expand their wagon in order to manufacture over 70 different types of equipment from resources found during the game.
—description from the designer
- Dark fantasy Renaissance setting feels distinct and thematic
- Cohesive storybook exploration with wagon-based travel
- Coilbound map tome speeds setup and reinforces atmosphere
- Dual-use action cards create meaningful hand management and tension
- Deep crafting system with tactile, slot-fitting equipment
- Fundamental balance issues reported post-tutorial play
- Unplayable or suboptimal character options (e.g., one character underpowered)
- Death spiral mechanics and time pressure can catastrophically end campaigns
- 60-day limit discourages exploration and encourages metagaming knowledge
- Limited evidence of improved balance or quantified fixes in 2nd edition
- Dark fantasy monster hunting; mercenary caravans navigating mist-filled territories
- Post-apocalyptic Renaissance Europe
- Campaign-driven, storybook feel with map-based exploration
- Gloomhaven: Jaws of the Lion
- Oath Sworn: Into the Deepwood
Mechanics (from transcript analysis)
- 60-day campaign countdown — A strict time limit where every action costs days and failure ends the campaign.
- AI-driven enemy behavior — Enemies use AI cards to determine actions; spawn balance adapts to party size.
- Card Crafting — Craft gear from scavenged materials; upgrade wagon to access better crafting stations; 70+ craftable items with a fitting/slot system.
- Coilbound map tome for combat setup — Spiral-bound preprinted battle maps; reduces setup time and enhances storybook feel.
- Crafting and equipment progression — Craft gear from scavenged materials; upgrade wagon to access better crafting stations; 70+ craftable items with a fitting/slot system.
- Critical Hits and Failures — Dice explode on success, but rolling a six misses; requires hitting under attack value with stat modifiers.
- Explosion-based attack dice with misses — Dice explode on success, but rolling a six misses; requires hitting under attack value with stat modifiers.
- Morale system — Morale can boost rolls or stats; negative morale imposes penalties to all stats for a quest.
- Overworld exploration with wagon movement — Move a wagon token across a map; road events scale with danger level; towns for quests and crafting.
- Progression via XP and equipment slots — XP unlocks slots and improves attributes; acquire new cards for decks; upgrade wagon and stations.
- Tactical map-based combat with action cards — Each hero has a personal deck; draw five action cards; two actions per turn; weapons determine dice and range; cards provide attacks and defenses.
Video topics + discussion points
Quotes (from this video)
- If you take him, you've already lost the campaign.
- Backing a 116 to 301 euro campaign where revisions are unspecified and the new expansion is undemonstrated.
- expensive promise backed by troubled history.
- Not one second of gameplay footage exists. Zero.
- This is for experienced campaign gamers comfortable with house ruling games.
- Absolutely avoid this if you're a new or casual board gamer.
- A campaign game that punishes exploration contradicts its own premise.
References (from this video)
- impressive minis and expansive world
- fits fans of big campaign games
- high complexity and time commitment
- potentially unwieldy for casual players
- big minis, campaign progression, equipment upgrades
- historical/fantasy-inspired exploration
- epic, campaign-driven adventure
- Warhammer-style campaigns
- Other big minis epics
Mechanics (from transcript analysis)
- Campaign-style progression — character advancement and gear upgrades over time
- miniatures-based combat — large-scale fights with progression and upgrades
Video topics + discussion points
Quotes (from this video)
- In 1348, everything is worse.
- This is a chance for you to jump into it.
- It's own game. This is not a small version of Core Discovery. Yeah, it is a different game from Core Discovery and I think that's good.
- This is a great entry point, but I do feel like there's a big barrier coming from the first edition.
- Three parachutes, four desperate hijackers.
- The combos of all these different really funky people like there's a cannibal and just wild stuff.
- This is another big minis game.
- Every card is a hard decision. Every action escalates the crisis.