Nothing more annoying than trying to play a deckbuilder with consistently three cards in hand. It’s not bad, though! You can use Green to control the Master’s deck and avoid those Mastery Cards that allow them to level up, which is really useful, especially if they have high-discard powers, themselves. For the last game, we went Blue + Red / Yellow + Red, which was a lot of fun. You can coordinate on specialization. We generally had one player just aggressively go Blue, while the other went Yellow + Red.I’d actually recommend that every player takes at least one Red card so that they can potentially cancel those effects, should they arise. Generally speaking, Red is the most offense-heavy build in Hero Realms, so there’s also the legitimate fact that you need offense in order to take out the Master. Someone needs to go Red. This is just generally true, but, additionally, there are certain card effects that can be ignored by playing a Red card, so, there’s a benefit, there.My major gripe against higher player-count games is that you need a distinct Character Pack for every player, so that’s going to add to the cost of your game if you’re playing it with four friends (but let’s be honest who even has four friends?).īeyond that, mechanically, it seems like it would be fun at most player counts I’d probably personally stick to the 2-3 range to lessen the amount of downtime that comes with higher player counts. You get extra Setting Cards, but I think that the Master taking a turn between every player’s turn is going to get aggressive, quickly. I’ve only played it at two and that worked great, for us. Once the Master is defeated, you win! Follow up in the Adventure Book. If the Master defeats all players, you lose! You can try again, though. If the Master defeats you, you’re out the other player(s) may still continue. A great way to help Mastery Cards skip being played. Cards that force your opponent to discard instead let you look at the top card of the Master’s deck and then decide if you want to discard or not.Cards that refer to Champions (say, “stun a Champion”) can affect Minions as well, provided you can reach that Minion.If a player is specifically named by a card, you may only heal that player. When healing, you may heal other players or yourself, but you must expend the full amount on one player.If there aren’t, you can attack other nearby minions, minions in front of the Master, or the Master, now. If there are minions in front of you, you can only deal with that. The Master is “nearby” all players, but you’re only nearby the players to your left and right. On your turn, you play normally, but you can attack Minions or the Master. Regardless, after all the Master’s cards have resolved, it uses its Combat Pool in this order: If it’s an Elite Minion, it goes in front of the Master and activates every turn. If it’s a Mastery, add it to the Master (and flip the Master card if the number of Masteries exceeds the Master’s Limit). Then resolve the card if it’s a minion, it goes in front of the current player. First, the card’s color give the Master a bonus ability. If it’s an effect, it affects the current player (the player going after the Master). On the Master’s turn, you’ll reveal cards from the top of the deck equal to the number in the top-right of the Master’s card. Your turns remain unchanged, generally, but the Master takes turns, too. Expert: The Master takes one turn for each player, then the Master starts taking turns before every player takes a turn.Intermediate: All players take a turn, and then the Master starts taking turns before every player.Beginner: Only shuffle the Mastery Cards into the Master’s deck on the first reshuffle.The Master typically takes a turn between every player’s turn, and you can change the difficulty levels to compensate: The major thing is that instead of fighting each other, you’re going to be fighting the Master. So, weirdly, this actually plays pretty similarly to Hero Realms vanilla. Keep their deck separate from the main deck, also. Shuffle them in Pandemic-style: break the deck into 5 approximately-equal stacks, shuffle a random Mastery Card into each stack, and then stack them back up without shuffling.īeyond that, set up for Hero Realms as usual! Your seating order should just have the Master “between” two players, with some room around them for Minions and the like. Check the bottom-left corner you’ll start with Encounter 1. Shuffle those all in with the Encounter Cards, either Encounter 1, 2, or 3. Some of those are Setting Cards, noted by the S in the bottom-left corner. You’ll want to shuffle and randomly remove X, based on your player count: You’ll be playing with Enthralled Regulars, first:
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