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How To Play Hero Realms

HERO REALMS

Hero Realms I will level at you has previously been my favourite game (Unmatched knocked it off the podium spot in the last year though). So, this “how to play” is coming from someone who has both played an absolute bunch and also really loves it!

Simplicity Is Key

This is a simple pure deckbuilding game, and so it should come as no surprise that inside the box is a bunch of cards. And a wee rules leaflet. That is it. There are four types of cards, starting decks, health tracker cards, fire gems and the market deck. In order to set up, split the starting decks and hand one to each player and two health cards to each player. Your starting hand consists of 10 cards: 7 gold, one ruby, one dagger and one shortsword.

I’ll explain these properly later. Your health tracker is set to 50 by overlaying them. Separate the fire gems and place them face up in a pile, no need to shuffle these as they are all the same. Shuffle the big old deck of market cards and deal out a line of five available cards to form a market. The first player draws a hand of 3 cards and everyone else draws a hand of 5. That is it, let battle commence.

Let’s Get Playing

In this game you have a few kinds of currency which are all printed on the cards, the gold coins will let you buy new cards from the deck and really enhance your deck to give you the best turns possible. I will talk more about these new cards in the next section, I’ll describe the other types of currency first

You also have the red damage symbol which is the combat that you are able to deal to your opponent that turn. In a two player game you have no choice of opponent, but in a 3 or 4 player game you could play where you choose who to attack. My strong preference though is to always attack to your left instead, this takes away that Munchkin-esque ganging up and taking out of a player.

The final kind of “currency” is the health which is little green potion bottles. This is pretty self explanatory, you stay in the game by staying alive. Getting health points can help you prolong your game and undo the damage you took. Like the phoenix you can rise from the ashes to snag a win.

The gameplay here is incredibly simple, you play all your five cards out in whichever order you wish. Resolving them all in one go and performing any additional actions. Then you place your played cards into your personal discard pile and then draw yourself a new hand of five cards and play passes to your left. On your turn you will be mostly attacking and gaining coins to spend in the market, but there are additional actions on the cards like drawing cards and sacrificing cards for additional attack or a special ability.

At the start, the first two turns will be a little prescriptive as everyone will have almost exactly the same hand from their starting deck, but by turn three those cards you bought from the market will start making an appearance and then it is really game on.

Whatcha Gonna Buy Tho’ Bro?

The market cards cost anything from a single coin up to 8 coins for the mega powerful cards, my favourite of those being Arkaus the Dragon who is quite literally a beast. In the game there are four factions, represented by the four colours; red, green, blue and yellow. Each faction tends to lean towards a certain kind of play, the blue ones help with getting money to buy bigger badder cards. The reds help you to thin out your deck by sacrificing cards. This way you can remove your starting cards and maximise the power of each hand draw. The yellows tend to be about drawing more cards and gaining health. The greens are a lot about damage and getting players to discard a card, these are my personal favourite faction.

I think I play with the idea of the nastier the better with Hero Realms! You will want to have a focus on one or perhaps two factions in a game as the likelihood of you then drawing a powerful hand that creates combo moves is improved. The cards have the innate card ability, but many of them will also have a secondary ability which is triggered if you already have a card of that faction in play that turn. These can trigger serious cascade effects where you can draw 4 or 5 additional cards, just from your original hand of five. For me this is where the really sweet spot of Hero Realms lies, and why I love it so much. You just feel like an absolute powerhouse.

These cards come in two main kinds: action cards and hero cards. The action cards are one time use, once you have used them on your turn, they go into your discard pile and you get them back when you next have to shuffle. The other type are hero cards, these stay out in play until they are stunned by your opponent when they too will go into your discard pile.

Having hero cards out is important as it will help you fire off combos as they remain out in front of you. Hero cards also offer defence to you, keeping you safe or at least safer from the volleys of your opponents. There are both guard heroes which must be defeated before you can be attacked, and non guard heroes who do not need to be stunned to attack the player directly. These tend to remain in play a little longer.

End Game Scoring

The game ends once there is only one player still standing, this truly is a battle to the death. If you wish to score the game, then you can record the health difference as a score and either zero or the minus score for the losers. Say you killed someone on 5 health with a turn dealing 12 damage then their final score would be -7. If you still have a health of 12 as the last player alive, then your score would be 12. However, if you are anything like me and my partner, we are far too busy dishing out cards and setting up for the next game to count scores!

Expand This Game?

There are so many expansions to this game. Most of them are small foil packets containing 10-25 cards which bring in a lot of asymmetry and shake up the starting positions. There are also two big (but still very small) box expansions that offer campaign style co-operative play reminiscent of a dungeon crawler. If I was to recommend one small expansion, it would be the

Ancestry pack in a heartbeat. This gives you asymmetric starting decks and abilities and really shakes up the game a bit giving you a small leg up to begin with.

If you want to really immerse yourself in the game though, then I do suggest trying out The Ruin of Thandar expansion. This does require you to have a character pack for each player, Ranger, Cleric, Fighter, Wizard or Thief. Once you have your character, you take them on a journey, working together to explore the world created within the storybook, making decisions to feed the story and fighting off boss monsters in a bid to win.