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Hero realms campaign card list plus#
There is plenty of replay value in here, plus the challenge of completing it with all five different classes in existence. In spite of this, I definitely feel like this is a great expansion experience for an already enjoyable game. The encounter cards are a small fraction of what is in the box, and in a solo game you only use 1 of the 13 “starter” cards when constructing those decks.
Hero realms campaign card list upgrade#
I’m a fan of being able to have the full information of how each class can upgrade in the overall campaign, yet it feels wasteful since the majority of this box is the cards used to upgrade the five decks. The boss fights all felt unique, and I have only faced half the cards in that box. But I still like the linear story with the small branches of possibilities. It came too late to really make an impact on the game, but it was a neat touch. There aren’t really any curveballs, although the added story when a card flipped out in the 3rd encounter was pretty cool. The story is simply told, and unravels in expected but exciting ways. The final encounter had about 2 turns where I was getting hit hard but then my deck’s engine finally was set and I took about 5 points of damage for the rest of the fight while dropping it by over 50 in those turns. I went 3/3 on my campaign as a cleric, and while I had fun there was never a point where I was almost dead. I’ve said it before about Sentinels and I’ll say it as well on this game: the boss battles feel too easy at times.
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It makes sense, of course, but I’ve found that some of the choices to upgrade toward are not really as suited for solo play and therefore making the decisions easier on which path to take. By choosing Cleric, I’ll never be able to upgrade into dealing damage even if I wanted to for those slots. There aren’t generic ones to choose from or anything, they are all specific to that class and essentially replace the starting abilities with stronger versions that become slightly specialized. While I like the character progression and how scarce the upgrade points are, there is one thing I am disappointed with: you can’t go outside of your class for upgrades. And the clever ideas only get better as you advance in the campaign. Which really stinks when it drops a 9 Health enemy there early on in the game, but also makes for great interactions. If it has ANY champion in your play area, Guarded keyword or not, you cannot attack or target the Master or its champions in its area. To prevent dumping of massive damage while ignoring everything else, the Master’s deck can drop champions into your play area or into its play area (elites go to its area, all others to the player’s area). It takes the bookkeeping and simplifies things in all the right ways. At least with a solo game, this keeps the pace of the game moving forward and makes the focus more on how I act and react to the boss rather than going through a convoluted system to operate them. The rules of the bosses are relatively simple, using their constructed mini deck and consulting their card based on the colored symbol shown for activation abilities (in addition to whatever the card is). I now understand how there are 8 different oversized cards for 3 encounters. And the third encounter simply blew my mind with the approach taken here. Depending on which you choose you progress down a slightly different story arc and encounter a different boss battle as a result. What I mean by that is you still need to successfully defeat the first boss battle, but once you do there is a snippet or two to read in the book that lays out what happens next, and at the end of that you are faced with two choices on what to do next. This campaign plays out almost like a choose-your-own-adventure book, which is really fun. Does it do each aspect better than game X that specializes in that area? No, but by merging all three of those into one game it delivers a fun, fast package that is unique in itself and can satisfy a lot of what I want out of a gaming session. This feels very much like a dungeon crawl-inspired implementation of a deck builder, coupled with some elements from games like Sentinels of the Multiverse. While I enjoyed a few matches of Star Realms against those little boss cards, this campaign provides a much meatier and more enjoyable experience for the solo gamer.
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It goes without saying, but I appreciated this opening up solo play in a great way for Hero Realms.
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