Usually, I focus on one or two colours and try to avoid getting cards of other colours. I might go for all reds and thin out that deck by removing the weak starting deck cards. I might go all in greens and get the opponents to discard cards every turn, weakening them. Then I started to play smarter and look to specialise in a colour to ensure I got as many additional powers as possible. I saw the market and wanted to get the best value for my limited funds. Synergy building in deck-builders is something that didn’t come naturally to me. Partly because the characters have differing strengths, but also you want to build each of your decks to specialise in certain factions and get as many synergies going as possible. You need to work together to remove minions and attack at the right time. Not all of it sighing and muttering about the violent attacks the Master and his Minions are inflicting on you. There’s quite a bit of chatter in this game. The campaign is co-operative, and you can aid any players next to you as well on your turn. You play your turn attacking minions in your area, removing hazards and if you can, attacking the Master. Once you’ve survived the dreaded Master step, you begin your own phase of the turn. Usually, green will discard some of your hard earned cards. The red one will hit you hard, blue will stun some of your champions, yellow will heal the Master. You draw a card from the Master deck and complete its faction action. Each time it comes to your go, start by completing the Master Step. The Master will put out minions and hazards into your area that are a first-class pain in the neck. You want to build up your check full of powerful cards to smack the Master, hard. This gives you asymmetric start positions in terms of start deck, abilities, and starting health. I’d recommend the Ancestry pack for this. However, the Character Pack mini expansions can be used in the base game to give players asymmetric start positions. Bits of role play style character development happens throughout, allowing you to strengthen your character with new abilities. This involves selecting a campaign skill and ability. Once the Master deck is ready, you set up your character decks. You then set up the Master’s deck using the cards specific to that Encounter, the five Mastery cards, and a number of the Setting cards (the amount of setting cards changes with player count). It sets the story and lets you know which of the Masters you are facing next. As a team, you pit your wits against the Master for that encounter and defeat them to “win” the chapter.Įach Encounter will begin by reading the chapter story text. The main difference though, is that you are now playing cooperatively. The basic actions of Hero Realms remain the same, you draw five cards and build your deck by adding cards from the market. The market deck and fire gems from the base game are used as well in the campaign. It is an expansion, and to play you will need a character pack per player and the base game. This campaign game gives you a chance to develop your characters. These are the new cards required for the campaign scenarios known as the setting, mastery and encounter cards, the treasures and rewards cards that you gain by successfully completing the missions. One hundred and fifty new regular sized cards and eight oversized Master cards to be precise. With this being a deckbuilder you will, of course, get more cards. Alongside the rulebook, there is the Adventure Book which talks you through the story and tells you who your adventuring party are coming up to next. Although in this case, I am interested in the gameplay of the cards rather than whether there was a shiny card tucked within the boring duplicates that usually made up the booster packs of my childhood. The majority of the expansions come in small foil packets, that reminds me of my childhood cracking open Pokemon cards. The gameplay in the base box is similar but Wise Wizard Games (previously White Wizard Games) have diversified the games with a series of small and large box expansions. It is a reskin of the space themed Star Realms. Hero Realms is a small box pure deck-builder with a fantasy setting. This will determine what happens in the story and which fearsome boss you face next. There are a few points during the Adventure book where you are able to make a choice about what the party does next. You can try out the different special abilities as well as also being able to choose your own adventure element. It is a replayable campaign as you can play as different character combinations. It makes use of the asymmetric character packs that are available (Thief, Ranger, Wizard, Cleric, and Fighter). The Ruin of Thandar is a campaign mode big box expansion for Hero Realms.
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