Game Info
Year
2024
Players
1-4
Age
12+
Playtime
60 min
Complexity
2.5/5
Collection
Your Tier
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Description
A solo and cooperative card game where players assemble heroes and undertake quests in a dark fantasy universe
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment:
pos 2 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–2 of 2
Video lt8bMf1vbbY
Review at 0:15 sentiment: positive
video_pk 77861 · mention_pk 188307
Click to watch at 0:15 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Much game in a small box
- Small footprint
- Great travel game
- Relatively easy to learn
- Good rulebook
- Interesting puzzle element
- Offers RPG-style party control with minimal upkeep
- Team building is important and rewarding
- Completely diceless
- High variety of classes and quests
- Offers difficulty adjustment
- Gorgeous art and presentation
Cons
- Rulebook reference is not comprehensive
- Fiddliness due to tiny tokens, especially action tokens
- Wishes strategy cards and weight chips were larger
Thematic elements
- strategy card game
Comparison games
- Dragons of Etchin Stone
- Lord of the Ring LCG
Mechanics (from transcript analysis)
- Action Point Allowance — Each hero will have its own action token. So, when you start a turn, you'll have a new strategem card, and they'll dictate what type of actions you can take. There's two types of actions. There's blue and red actions. Red actions cost two points, blue actions cost one. And each strategem card will indicate a maximum number of action points that you can spend.
- cooperative play — you're going to go on a quest with a party of four characters.
- Deck building — Heroes perform feats through this strategem deck. So, you'll basically shuffle this at the start of the game, and you'll keep cycling through these strategem cards, which go to the bottom at the end of each turn.
- Event system — There's this quest tracker card, which is used to keep track of a couple things. One, there's this timer token, which will dictate when certain events happen. So, quest cards will have these numbers where when you go to the quest phase, if the timer is at that number, then something will happen, usually something bad.
- Modular board — So, you'll set up a stack of regions. And some quests will only take place in one region. And other quests, you'll be navigating through different regions.
- set collection — When you arrive at a region, uh it instructs you to go to the proximity deck and set up the number proximities that you see there. And some proximities will give you bonuses, like maybe they'll enhance your attacks or maybe some proximities will deal damage to you. Uh so they all have interesting effects.
- Track progression — So, you'll spend actions increasing this tracking number, and when you reach the region's tracking max, then you're able to move on to the next region.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This really feels like a big board game in a small box.
- The fiddliness element. And that's due to these tiny tokens.
- This is a fantastic little dungeon crawler / adventuring game, and it really does feel like it offers a really big experience relative to its small box size.
References (from this video)
No references stored for this video.
Video 4J_7r-tDL38
Review at 0:43 sentiment: positive
video_pk 77862 · mention_pk 188308
Click to watch at 0:43 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Fantastic playable, easy-to-learn game.
- Unbelievable art.
- Great value in a small box.
- High replayability due to challenge.
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
- Area Control — The game involves different areas that heroes must manage, with threats associated with each area.
- Card Play — Players use action points to perform actions represented by symbols on cards, with different costs for different actions.
- Combat — Heroes have attack values and can engage with threats, with damage being tracked.
- hand management — Players manage action points and unique abilities to strategically address threats and objectives.
- Health tracking — Heroes have health points, and damage taken impacts a shared banner health pool.
- Leveling up characters — Characters can level up, gaining improved stats, passive abilities, and unique abilities usable once per game.
- Objective-based win condition — The first scenario requires scouting 11 times within six turns to win.
- set collection — Defeating certain enemies can grant loot cards, such as unique relics or scrolls.
- Solo Play — The host expresses a love for solo card games and is reviewing this game specifically in its solo capacity.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I really love solo card games. I've I've played them for years. And they've always been a lot of fun.
- This is a fantastic fantastic game that we are going to go up now and talk about one that I highly highly suggest that you you check out from Fire Tap Games, Heroes of the Sanctum.
- It It You know, we talk about all these big games, and you know, four or five hundred dollar games, when we have games with that are in little boxes, but have big play and big fun value.
- Glorious. Glorious.
References (from this video)
No references stored for this video.
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