Relic Wars is a ruthless battler and exploration game set in a dark, fantastical world, featuring stunning medieval-inspired artwork with a sinister edge by Riccardo D’Ariano. Designed by Denver Walker, it throws 2-4 players into brutal combat on ever-changing battlefields, where no two games are ever the same. Victory demands either crushing your enemies or seizing three legendary golden chalices and surviving the chaos—but the moment someone holds that third chalice, the hunt is on. Every turn is a pulse-pounding mix of tactical clashes, strategic spell combos, and game-changing upgrades, where even the best-laid plans can be shattered by Divine Intervention. The game’s perfectly paced length keeps tension high without overstaying its welcome, delivering an effortless, satisfying experience that always leaves players saying, “let’s play again.”
Designed by Denver Walker, daughter of renowned wargame designer Mark H. Walker, and brought to life by the incredible artwork of Riccardo D’Ariano, Relic Wars is a one-of-a-kind gaming experience, published by Flying Pig Games.
Players: 2-4
Ages: 14+
Time: 30-90 minutes
Contains;
41 Map tiles
4 Character Sheets
4 Character Miniatures
14 Dice
37 Relic War Tokens
29 Divine Intervention Cards (Tarot Sized)
4 Tarot Sized Spell Menus
4 HP Tracker Tokens
7 Frozen Tokens
1 Golden Velvet Draw String Bag
Images
- Accessible and easy to learn/teach
- Engaging tactical combat with weapon and spell integration
- High replayability due to tile-based map and randomized exploration
- Dynamic gameplay with Divine Intervention cards
- Unique characters with distinct abilities
- Strong potential for player interaction and emergent narratives at higher player counts
- Prototype components may not reflect final quality
- Solo play is functional but may lack the intended 'shine' of multiplayer
- Tactical combat
- Hunger Games
Mechanics (from transcript analysis)
- Action Point Allowance — Players perform two actions per turn, choosing from moving, attacking, or picking up an item.
- Area Control/Objective Collection — Victory condition involves collecting three 'chalices' on your character, found as items on the map.
- asymmetrical characters — Each of the four characters has unique characteristics that make them play differently.
- Dice Rolling (combat) — Includes basic attack dice with different hit mark results, weapon/bow enhancement dice (d6, d8, d10), and defensive dice for shields (d6, d8, d10).
- Divine intervention cards — A deck of cards flipped at the end of each player's turn that can change game conditions positively or negatively for all or specific players.
- fog of war — Players don't know what is on a tile until they move into it, revealing terrain and potential items.
- Item/Weapon Discovery — Players find items and weapons (swords, bows, shields, spells) by exploring tiles. These are added to inventory and used to enhance combat.
- Last player standing — Alternative victory condition where players are eliminated until only one remains.
- Magic System — Players can find spells (air, water, fire) as they explore the map, which offer different effects and can be used in conjunction with melee combat.
- Melee combat — Dice-based combat where players roll dice for hits and to mitigate incoming hits. Players find weapons like swords and bows to enhance their attacks.
- portals — Certain map tiles can act as portals, allowing players to transport to different locations on the map.
- Set Collection (Enhancement) — Collecting multiple icons of the same weapon or shield type doesn't grant more items but enhances the existing one (e.g., upgrading from a d6 to a d8).
- Tile-Based Map — The game uses modular tiles to create the map, which are revealed as players explore.
- Visibility and Line of Sight — A basic system where players need to see their target, especially for ranged attacks. Terrain can obstruct line of sight.
Video topics + discussion points
Quotes (from this video)
- It's got kind of a Hunger Games gladiator type fantasy tactical combat feel to it.
- My main point though is that this is I think a very accessible game. If I were to give this a complexity rating, I would say a 2 and 1/2 out of 10 on a wargaming scale.
- The human element in there is what's really going to bring this game to life in particular probably as you get into the the higher player counts.
References (from this video)
- Dynamic gameplay with swinging fortunes and comeback potential.
- Unique character abilities add strategic depth.
- Divine Intervention cards create unpredictable and exciting turns.
- Multiple paths to victory (combat or objective-based).
- Can feel random at times due to card draws and events.
- The 'prototype feel' of components may not appeal to all.
- Game length can vary significantly.
- tactical combat
- fantasy
- Hunger Games
Mechanics (from transcript analysis)
- Action Point Allowance — Players have a set number of actions per turn, which can be a combination of moving, attacking, picking up/dropping items.
- Bag Building / Token Drawing — Items like weapons, spells, and chalices are drawn from a bag, with the contents and number of tokens changing based on player count.
- character abilities — Each character has unique abilities, such as retaliation, diagonal attacks, or pickpocketing.
- Divine intervention cards — At the end of each turn, a card is drawn that can significantly alter the game state, providing advantages or disadvantages.
- Item Management — Players can find, pick up, and use various items like weapons, shields, and spells to aid them in combat or achieve objectives.
- objective-based victory — Players can win by being the last character standing or by collecting three chalices and holding them for one turn.
- Spell Casting — Players can find and use spells with various effects, such as freezing lakes or negating damage.
- Terrain effects — Different terrain types on the map can provide defensive bonuses, movement hindrances, or special actions.
- Tile exploration — Players move onto unknown tiles which are then revealed, uncovering terrain and potentially items.
- Turn-based combat — Players take turns performing actions, including moving and attacking.
Video topics + discussion points
Quotes (from this video)
- This game moves quickly.
- This was by far the longest one I played.
- The game has a lot of ways to kind of bring you back into power.
- Victory to Sanctifra.
References (from this video)
- Fantasy tactical skirmish combat
- Asymmetrical characters
- Fog of war exploration
- New direction for publisher
- Expansion mechanics not fully clear
- Fantasy tactical skirmish combat
- Old School Tactical
- Most Fearful Sacrifice
Mechanics (from transcript analysis)
- fog of war — An exploration element where terrain is unknown until revealed.
- pickup and deliver — Players can pick up items like magic spells, weapons, and chalices.
- skirmish wargame — Fantasy tactical skirmish combat game.
- Tile Placement — Features a tile-based map where terrain is revealed.
- Variable player powers — Players control asymmetrical characters, each with slight differences.
- Victory Points — Win by collecting three chalices or by knocking out all opponents.
Video topics + discussion points
Quotes (from this video)
- It's checking off a lot of boxes for me and that it's solitire, individual man, campaign, strong narrative elements, events.
- I love to see new games, new companies popping up and see newcomers into the field. It only helps us have more creativity, more innovation, and more people pushing the edge of the design envelope.
- This is a new and interesting direction for them.
- This is a lot of fun. I think it's going to spin great narratives.
- My understanding of World War I combat of course listening to him went up through the roof.
- And this game focuses on the reconnaissance at Verdon as the part of the combat.
- Warfare traditionally was a situation especially as you go farther back in time where you didn't have anywhere close to full information and getting that information and what you did with that information and analyzing that information and making decisions on incomplete information was such a huge part of warfare that really hasn't been captured in a lot of our modern wargaming experience.
References (from this video)
- Dynamic portal-heavy map creates evolving play space
- Diverse item and spell system with strategic theft elements
- Character abilities offer tactical depth and counterplay
- The theft mechanic can disrupt player plans and create chaos
- Some luck elements (divine intervention draws) may swing outcomes
- Rule complexity and occasional unclear interactions (e.g., revivify timing, stacking actions) can slow play
- Array
- medieval fantasy world
- PvP arena combat with heroic champions
Mechanics (from transcript analysis)
- Ability-rich characters — Characters have unique abilities that trigger during play (e.g., retaliation when attacked; pickpocket steals items).
- Action Interruption — After taking two actions, players draw a divine intervention card that can heal or grant extra actions.
- attack — Basic and ranged combat using dice; weapons add to attack dice; defenders roll defense dice when equipped with shield or in defensible terrain.
- Combat: Dice — Basic and ranged combat using dice; weapons add to attack dice; defenders roll defense dice when equipped with shield or in defensible terrain.
- Divine intervention cards — After taking two actions, players draw a divine intervention card that can heal or grant extra actions.
- End condition — Game ends when a player holds three chalices or is the last one standing.
- Item Management — Players pick up items from the map; items are stored in inventory and can be spent for special effects.
- Movement — Players have a movement value and spend movement points to navigate tiles; exploring unexplored tiles requires spending two movement points to flip them over.
- Movement Points — Players have a movement value and spend movement points to navigate tiles; exploring unexplored tiles requires spending two movement points to flip them over.
- Spells — Magic items with spell types that grant special effects when used from inventory.
- Tile/Map Shifting — Terrain like forests, hills, cities and monasteries affect defense, range and healing; portals connect areas.
- Tile/terrain effects — Terrain like forests, hills, cities and monasteries affect defense, range and healing; portals connect areas.
Video topics + discussion points
Quotes (from this video)
- Relic Wars, a savage medieval fantasy fight to the death fought by our champions.
- The game ends when you hold three chalicees for one full round, or when you're the last one standing.
- There are two actions to do on a turn, and you can repeat any of them.
- Divine intervention card, which can do all sorts of things like healing you or letting you launch an extra attack.
- St. Michael's sword.
- Portal instability. Any player on a portal tile, that's nobody. Nobody.
References (from this video)
- pacing supports quick, tense play
- clear thematic through power-ups
- compact but tactical action economy
- race to collect power-ups and engage in quick skirmishes
- map-based tactical arena with power-ups
Mechanics (from transcript analysis)
- attack_and_score — players compete to be last standing or to collect items to score points.
- power-up collection — players collect power-ups that appear on the map to influence battles.
- two-actions-per_turn — players have a limited number of actions per turn, enabling chaining without overlong downtime.
Video topics + discussion points
Quotes (from this video)
- "This is a split you choose game. Yes. With market in it."
- "There are five types of gems. They're worth between three and negative one."
- "Night soil has very much that same feel."
- "it's probably the most interactive Garfield game they've done since Architects of the West Kingdom"
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Welcome to Relic Wars, where you are racing to collect chalicees.
- It's two to four player game and we'll be playing it today at two players.
- The game was inspired by Lego races, and it seems like a bit of a Mario Karty type of game as well.
- There are three types of spells in the game. There are earth spells, fire spells, and water spells.
- If you have one of each of the three spells, you can also merge them into the arcane tptic, which is a very powerful spell that lets you hunt through the bag to get the chalice you need.
- This game plays quickly. You get your items. There's all sorts of combos you can do with your spells to try to win the game in a big explosive creative combo.
References (from this video)
- fast-paced and snappy turns
- asymmetric powers and character abilities
- lots of spell combos and map interaction
- randomized map tiles for replayability and variety
- short playtime (roughly 15-20 minutes per session)
- chalice retrieval can be difficult and may require strategic risk
- crowded endgame where chasing chalicees becomes tense and potentially lengthy
- racing-style combat to collect chalices with power-ups and magical effects
- grid-based board with tiles (5x5 or 6x6), terrain types like hill, lake, forest, city, watchtower; tokens and chalices scattered on the map
- playthrough commentary with live explanations
Mechanics (from transcript analysis)
- Combat and equipment — attack dice and weapon dice; shields provide defense with shield dice; range and line-of-sight can be blocked by terrain; ranged weapons have extended reach
- Movement and terrain — movement points per character; hills cost extra; certain tiles (lake) cannot be entered; portals allow quick movement between tiles
- Movement Points — movement points per character; hills cost extra; certain tiles (lake) cannot be entered; portals allow quick movement between tiles
- revival and healing — revivifier cards and monasteries heal; divine intervention can heal or cause other map effects; some items like watchtowers and portals influence mobility and combat
- spells and arcane tptic — three spell types (earth, fire, water); merging one of each spells into arcane tptic creates a powerful effect to search the bag for chalice or revive oneself
- tile reveal and relics — unrevealed tiles cost movement to reveal; revealed tiles gain a Relic Wars token; central tile initial reveal includes a chalice
- Turn structure — each player has two actions per turn; actions include move, attack, pick up object or power up; spells do not cost an action
- win condition — first to collect three chalicees and hold them to the start of the next turn, or eliminate the opponent
Video topics + discussion points
Quotes (from this video)
- Welcome to Relic Wars, where you are racing to collect chalicees.
- It's two to four player game and we'll be playing it today at two players.
- The game was inspired by Lego races, and it seems like a bit of a Mario Karty type of game as well.
- There are three types of spells in the game. There are earth spells, fire spells, and water spells.
- If you have one of each of the three spells, you can also merge them into the arcane tptic, which is a very powerful spell that lets you hunt through the bag to get the chalice you need.
- This game plays quickly. You get your items. There's all sorts of combos you can do with your spells to try to win the game in a big explosive creative combo.