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Chroma Arcana box art

Chroma Arcana

Game ID: GID0452740
Game Info
Year
2024
Players
2-6
Age
13+
Playtime
30 min
Complexity
2.3/5
Collection
Rating
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

Tactical card game where players are mages using spell cards and color-matching to reduce opponents health

Description

Tactical card game where players are mages using spell cards and color-matching to reduce opponents health

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment: pos 1 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–1 of 1
Video 8m001caKf50 MLE University Game Preview at 0:05 sentiment: positive
video_pk 67360 · mention_pk 163454
MLE University - Chroma Arcana video thumbnail
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Described as accessible (light to medium complexity) for players
  • Many card combinations and deck interaction
  • Chromatic wild cards allow flexible charging
  • Asymmetric powers add variety
  • Expansion expands player count and adds coop play
Cons
none
Thematic elements
  • mages battling to be the strongest
  • Arabian fantasy world
  • asymmetric powers and minions supported by spell-casting duel
Comparison games
none
Mechanics (from transcript analysis)
  • charging spells — Spells require charging via charge tokens before they can be cast
  • chromatic wild cards — Chromatic cards are wild and can charge any color cards
  • Deck construction — Drafting/constructing a deck to fuel spellcasting and effects
  • expansion content — Expansion Tyrant Hunt adds cooperative play for 1-6 players
  • focus phase — Preparation step that uses focus effects from previous rounds
  • hand management — Managing hands of cards to plan spells and actions
  • hand refresh / draw rules — Refresh phase, draw back to five cards; may keep up to two cards
  • Health tracking — Players start with nine health and lose health through damage
  • minions and dominions — Summoning minions and dominions that provide ongoing effects
  • round structure — Rounds include focus, charging, casting, and refresh until a player is defeated
  • take-that — Direct actions or effects targeting opponents
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "Magic timing is key you cast a SP automatically when it reaches each charge cost"
  • "wow that's what I call"
  • "The components featured in this video are prototype so rules and I work are not final"
References (from this video)
No references stored for this video.
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