This is how new cards get into your deck.Ĭhampions are the exception to the discard rule. When you don't have enough cards in your deck to draw a hand of five, you shuffle your discard pile and draw from it. All cards played go to the discard pile at the end of the turn (except champions, which we'll come to). Combat is straightforward: a point of combat equals a point of damage to an opponent, and health is the reverse, allowing you to recoup your own health.Ĭards are mostly divided into actions and champions, both of which are played out of a hand of five cards refilled at the end of every turn. These cards go into your discard pile, and will be shuffled back into your deck in a few turns. Gold is the trading resource of the game, used to purchase cards from a central market row of five cards that is replenished from an 80 card market deck as soon as one is taken. The game's cards can generate any of three resources: gold, combat and health. The ultimate goal is to reduce your opponents ' health points to 0 (from 50). Hero Realms is a deck-building game, so players start with an identical, basic deck of weak cards which they use to acquire more powerful cards throughout the game. The base game of Hero Realms plays identically to Star Realms, but for those who are unfamiliar, I'll run through it quickly. In their character pack expansions the designers explored this theme even later, but that's a topic for another article! Gameplay These champions have recurring abilities and a defence stat that has to be overcome if they're to be removed from the board, but they're much more compelling in terms of the game's narrative than the faceless bases that served a similar mechanical function in Star Realms. Unlike Star Realms, the game is thematically carried by characters, called champions in the rules of the game. Imperial and Necros are more or less typical fantasy empire and evil death cult type groups, but the Wild is a great blend of primal, aggressive elves, orcs and wolves. The Guild is very cool, featuring human merchants and wizards who pay ogres and other uglies to do their bidding. Some of the factions, situated in the cosmopolitan trading post-cum-city of Thandar, are more innovative than others. These creatures are also divided among four coloured factions that will be familiar to Star Realms fans: yellow (Imperial) blue (Guild) red (Necros) and green (Wild). However, the theme tends to fit the cards really well, and Hero Realms' bold, colourful art does a great job of bringing the classic tropes to life without making them seem overused. Pretty much every creature in this game has been seen elsewhere many times before. I'll be honest, it's not the most original fantasy theme you're ever going to see. You've got elves, orcs, dragons and vampires all featured prominently on the cards. Hero Realms is dripping with classic fantasy tropes. We're here to review the game on its own merits. With the support of the existing Star Realms fan base the game was pretty much an instant hit, but let's not assume that Hero Realms is good because it's predecessor was such a hit. White Wizard Games released the core set, designed by Robert Dougherty and Darwin Kastle, in 2016. Hero Realms is a 2-4 player fantasy deck-building game from the masterminds behind the immensely popular Star Realms. Multiple expansions are available for Hero Realms that allow players to start as a particular character (Cleric, Fighter, Ranger, Thief, or Wizard) and fight cooperatively against a Boss, fight Boss decks against one another, or compete in a campaign mode that has you gain experience to work through different levels of missions. When you reduce your opponent's score (called health) to zero, you win! You use combat to attack your opponent and their champions. These champions and actions can generate large amounts of gold, combat, or other powerful effects. As you play, you use gold to buy champion cards and action cards from the Market. An 80-card Market deck is shared by all players, with five cards being revealed from that deck to create the Market Row. When your deck runs out of cards, you shuffle your discard pile into your new deck. You start each turn with a new hand of five cards from your personal deck. The game includes basic rules for two-player games, along with rules for multiplayer formats such as Free-For-All, Hunter, and Hydra.Įach player starts the game with a ten-card personal deck containing gold (for buying) and weapons (for combat). Hero Realms is a fantasy-themed deck-building game that is an adaptation of the award-winning Star Realms game.
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