Hero Realms: The Ruin of Thandar Campaign Deck

2017 · Fantasy

Hero Realms: The Ruin of Thandar Campaign Deck

Players choose characters and form a party to tackle a linked campaign of missions. Each mission awards experience that players spend between scenarios to acquire new skill and gear cards, tailoring and improving their characters over time. The deck supports solo and cooperative campaign play and includes multiple missions of increasing difficulty plus a pool of skill and equipment cards for character customization.

Players
1–5 best 1
Playing time
90 min
Age
12+
Complexity
2.5 / 5
7 on Ludoyafrom $17.44FightingCard GameSolo / Solitaire GameCooperative GameDeck, Bag, and Pool Building

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Full stats in Ludoya
114
Plays logged
62
Players
50m 54s
Average play
143
In collections
1
On wishlists
2
Pre-ordered

7.0/10

from 20 Ludoya reviews

  • Jan Solo7.0

    (EXPANSIÓN)

  • Alshter6.0

    Horrible: sacan nueva campaña sin acabar esta. ¡Que acaben lo que empezaron y dejen ya de marear al personal! Si lo sé no la compro.

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

How do we resolve the Ritual and what do the different color piles do?

Before the Master Phase separate the Ritual into piles by color and the color with the most cards determines the summoned demon; break ties by adding Market cards until one pile leads. Blue: stun the highest (shield) champion for each blue card; Green: group discards random cards equal to the number of green cards, starting with the active player; Red: each player loses health equal to twice the number of red cards; Yellow: the demon gains starting health equal to three times the number of yellow cards. (See rulebook pages 20–21.)

How does the Captive work — how do we rescue it and what restrictions apply?

When the Captive is flipped attach it to either side of the Master's card (it’s not in play, can’t be damaged or stunned, and isn’t a minion). The active player may spend health they would gain on the Captive, and if they spend 4 or more points in one turn they acquire the Captive into their discard pile. The Captive cannot be rescued while there are minions in the Master's area or in the active player's area. (See pages 18–19.)

If the Ritual completes, can the active player still attack or target the Master that same turn?

No — after the Ritual completes the active player may continue their turn but may not attack, target, or otherwise affect the Master for the rest of that turn; they may still attack minions. (See page 17.)

What special rules apply to Imps — where do defeated Imp minions go, and who starts play?

Whenever an Imp minion is defeated, do not put it into the Master's discard pile; put it into a special out‑of‑play pile instead. Play begins with the player who has the Master's seat to their right. (See page 11.)

What rewards do we get for defeating demons and how does optional scoring work?

Defeating a demon grants the group the matching Relic to add to the Market in future campaign encounters, and each player earns a Character Point which can upgrade a skill or buy an Additional Health card. Optional scoring gives Adventure Points for winning (50,000 on first attempt, decreasing each retry), plus 1,000 per surviving character, bonuses for master level, and penalties for mastery cards—see the scoring breakdown. (See pages 31 and 33.)

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.