Review: Hero Realms

From White Wizard games, Hero Realms is a 2-4 player deck builder game. Using similar play mechanisms in its sci-fi predecessor, Star Realms, players each start out with similar base decks and slowly accrue more cards, trying to eliminate other players. There are a variety suggested game variants such as players forming teams or everyone can just jump into a free for all, where the last player standing wins.

The game is played by taking turns, with each player being able to take a series of actions in any order (and as many times as they wish). From a hand of 5 cards, a card can be played, abilities on current cards in their play area can be used, cards can be purchased from a common pool, and finally, a player can attack another player.

Purchased cards are placed directly in the player’s discard pile. However cards that are played can be used for various actions. Some will add gold to a player’s resources which can be used to purchase more cards, while others are used for attacking players. At the end of their turn, except for played champions, used cards or ones still in the player’s hand are put in the discard pile, and a new hand of 5 cards is drawn.

Attacks commonly use a pool, or total, of an attack value that will damage an opponent’s health. When their health reaches zero they are eliminated. Some cards can heal damage, and other cards have a defensive value that can reduce the attack pool number. As an additional tweak to combat, players can directly attack champions (cards with special abilities) in their opponent’s play area.

To bolster the defense of those champions or a player, some special champions are guardians. These guardian champions must be eliminated before other champions or a player can be attacked. To eliminate a champion or guardian, the attack pool must equal or exceed the defense value of the card. Once a card is eliminated it goes to the owner’s discard pile (allowing it to be drawn and played again on future turns). Alternately some card abilities can ‘expend’ itself, tapping it and changing its orientation. The card is in play but can’t be used for its abilities or provide defense.

That is the heart of the game. A rather simple numbers game where players try to beat the defensive cards of their opponent, while being able to maintain enough defensive abilities to bolster their health total. The wrinkle of course is the four faction types and interactions with various cards of the different factions leaning towards particular action types (attack, defense, purchasing cards, etc.).

As mentioned the game out of the box can handle 2-4 players. An interesting move regarding expansions are various starter decks which allow for more players. Unlike the starter decks in the base game, these have a few unique cards. This offers some light replay value by dabbling into different expansion packs as you can have some variation with starting hands (provided you buy enough expansion packs).

The Good – Out of the box you can have a fun deck builder that can handle 4 players. The card faction options and abilities or actions that allow for expending/stunning other cards open up for some different strategies. The set includes some clever cards to track health/score of the players, and the art for the cards is well done with bright, lovely colors, and layouts.

The Bad – Purchasing cards can lead to buyer’s remorse, where a better option becomes available replenishing the card pool after a purchase. The abilities are interesting but at times healing can get out of hand, almost outpacing damage. Adding to your deck can very much become a race, where the player that manages to scoop up cards to make a working combo first can really shift the balance in their favor.

The Verdict – Hero Realms is an enjoyable game. Being able to play 4 people out of the box is great. However the 4 card factions and limits on purchasing cards hampers strategies that players can explore. I also felt some games could just be a slog, with opponents countering damage easily through healing or being able to reliably get out champion cards.

I don’t know how the character expansions will work with the game. I do wonder if they will have balanced starting hands. Also as each expansion deck adds a unique starter deck, a person almost has to go all in buying at least four to offer parity. You don’t have to do this, but I could see some players grumbling they are stuck with the ‘regular’ cards while someone else gets new cool toys to start out with.

Nonetheless, it’s a reasonable product with room enough to discover fun combos, and there are expansions out there to diversify your card pool if wanting more. It’s a light deck builder that is enjoyable. I am somewhat not too keen to gush over it though. I feel Cthulhu Realms seems to capture a more fun experience out of the box with tighter game play. However if looking for a fantasy themed game akin to Star Realms that provides a 4 player deck builder with a single purchase, Hero Realms isn’t a bad buy.

Algoryn AI Unit

I’ve been making slow and steady progress on my Algoryns for GoA. Thankfully for my wallet, Warlord has released plastic kits for rank and file units. They offer quite a few poses and aren’t too difficult to assemble.

Out of the box you get a command unit with choices to arm them with a mag gun, mag repeater, or a mag pistol (with a X-sling option), while the rest of the sprue provides mag rifles and a couple of micro-X launchers. You also get a spotter drone along with bases for all the figures. Overall they piece together pretty well. My only complaint is that it can be a little tricky to figure out the ‘proper’ way to assemble the chest and back pieces, as the heads have a lot of play on the chest peice (and lack of assembly directions or pics of the figure’s rear).

I went with a super simple painting scheme. I’m still not too keen on it and likely will retouch the chest pieces some. I’m using a stark highlight of orange over base coat like what I used for my Russians, but even after drybrushing it doesn’t seem to pop much. It’s a very subtle effect which doesn’t photograph well (using a crappy phone camera doesn’t help much either).

I’m also on the fence some with the micro-X launchers. Likey retouch them up again with some OSL effects on the weapons to give them some life. Regardless, they’ve been languishing too long on sprues, packed away. Glad to finally get some of the figures assembled and a coat of paint on them.

New Fiasco in the works

Bully Pulpit games has offered a sneak peek into a new version of Fiasco. Now Fiasco is a game I like but it can be a little bumpy to get the most out of your first few games.

One thing that might be daunting is how wide open game elements can be. It’s interesting that the designer has thought about reining potential outcomes in some, and offering more concrete scenarios. I dig the idea that of sets of cards represent everything you need to play.

For uninitiated folks this might be a fun way to jump into the game and not have to wrack your brain over details of relationships and needs. As a product, it’s an interesting idea how to sell new content. You buy a pack of cards that can have everything in a playset. Even more interesting, you can mix and match playset elements, making games unique and add some replay.

It appears to be striving for a more structured, and a little more approachable, play experience. I always felt Fiasco was a solid introduction to RPGs for people that dabbled in gaming. You didn’t need to worry about character generation and learning any game mechanics like hit points, abilities, or skills. You could just think up a character and play out a scene. However it still could be too cerebral for some folks to get. This new version might offer an easier introduction (and faster playthrough) to the game.

I imagine the idea of cards and more structured game elements will put some off. There is still a huge number of free playsets available, even one done by yours truly though. Regardless glad to see Fiasco getting a potential face lift and maybe another release for more people to enjoy in the near future.

Card Caddy deck boxes

Occasionally I am out and about doing gaming stuff in public. For a lot of my board games that use cards, it’s helpful having decks stack up neatly in discard and draw piles. This is especially so when handling sleeved cards as sometimes these piles can be a little slippery, where an accidental knock can spill out your cards all over the place. And while deck boxes are great for transport, they can’t serve any additional purpose on the table.

Enter the Card Caddy. It’s an inventive design where a protective deck box can be opened up into two sections. Even better, the separate sections can be linked together with each half capable of holding a full stack of cards.

I picked up a few different caddys. A couple of standard card size packs, and double-decker ones which are designed to hold larger decks of sleeved cards. The pic here shows a double-decker caddy and a single deck as a comparison (the blue colored caddy). Both can accept sleeved cards but I’ve found the single size box won’t hold many sleeved cards. I found the double-decker box can comfortably hold about 50 or so double sleeved cards (figure about 80 regular sleeved cards).

They lock together by sliding each half in grooved slots. It’s pretty easy to take apart, but I found the double-decker a bit more tricky to assemble. Nothing that’s a deal breaker but it certainly takes a lighter touch compared to the single deck box. The deck boxes are sturdy and feel like they could take some light punishment and still protect the cards.

I’m glad I picked them up. If I had my druthers I would have skipped getting a single deck box and just gone with the double-decker. Most of my games lean towards larger decks and typically use sleeved cards. Regardless though, they are a nice product and a great way to transport and have a storage solution on the table to help keep everything stacked nicely.