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Heroes of Terrinoth: Adventure Card Game

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Heroes of Terrinoth Card Game

Game Information

Game Name
Heroes of Terrinoth
MSRP $
39.99

Publisher Information

Game Details

Year Published

Heroes of Terrinoth is a cooperative card game of questing and adventure that invites you and up to three allies to take on the role of unique heroes, choosing from twelve distinct and powerful heroes, split between four archetypes—healer, warrior, mage, and scout. These archetypes are further diversified into different classes that your heroes can pursue as your power grows. Regardless of which class you embrace, you and your friends must combine your powers, leaning on one another’s strengths to survive your journeys and defeat the enemies who stand against you. Over the course of eight thrilling quests, you will face villainous foes, battle deadly creatures, and save the realm! If you have any hope of surviving the desperate task before you, you will need to forge a mighty party of adventurers. You may call upon a skilled scout to track your enemies’ movements or a warrior to make quick work of a goblin horde. A healer’s unquestionable skill in the mending arts will doubtless come in handy as your battles take their tolls, and a mage’s link to the arcane may prove invaluable when you must think on your feet. On top of their quest specialization, each hero has a unique ability that offers them an edge, and with each new quest your band plays, you will gain experience, learn new abilities, and discover equipment to help you overcome future challenges. And that's a good thing, because the threats to the realm gather strength with each passing day.

Heroes of Terrinoth: Adventure Card Game There Will Be Games

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Posted: 23 Jun 2018 02:44 by repoman #276068
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Co-op? Terrinoth? Those are two big hurdles to overcome.

I wonder if it's like Pathfinder. No way to know based on this press release but itvsure sounds like it.
Posted: 23 Jun 2018 03:48 by san il defanso #276069
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This is a reimplementation of the Warhammer Quest Adventure Card Game. I'm glad FFG is willing to give the system another try. Even though the change in setting is a downgrade, it does have more content in the box.
Posted: 23 Jun 2018 07:35 by Jackwraith #276073
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That was the really encouraging thing to me, too. I'm fine with the Terrinoth setting, since I have and enjoy all the other Rune-whatever games. But I liked that they were both reviving an interesting system from the Warhammer game and providing more content than that game originally had. I suspect that's a direct reflection of the cost of the license. Without that expense, they're able to produce more material for the game itself, which I would consider a win for the purchaser/player. Do you really think playing as a Witch Hunter or dwarf Berzerker in this kind of card game is so compelling that it's better than having more options as heroes and more adventures to play through? Personally, I'd rather have more game.
Posted: 13 Nov 2018 14:33 by Gary Sax #286098
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Yeah, I thought I read it was a reskin of the warhammer FFG card game which got reasonably good buzz around here? If so, that seems like a positive, iirc more expansion for that product would have been a nice thing but it came in right before the FFG/GW split.
Posted: 13 Nov 2018 15:29 by GorillaGrody #286100
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I own it, and can attest to its goodness. More options and streamlined play means it’s better than the WQ version. Played it last night and really enjoyed it, though the particular quest we we played got us bogged down in monsters and monster fights.

Best dungeon crawl available, if you’re looking for something with a tiny footprint.
Posted: 13 Nov 2018 15:54 by GorillaGrody #286103
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Oh, and it’s the perfect solo game for my time restrictions and level of commitment. Simple, but with a few interesting decisions per turn.
Posted: 13 Nov 2018 17:00 by san il defanso #286107
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This one is high on my list. I might have to have someone bring it from the states for me.
Posted: 13 Nov 2018 17:18 by Gary Sax #286108
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It's on my watch list for sure. Almost got that Warhammer version but waited long enough that I saw it was discontinued.
Posted: 13 Nov 2018 19:03 by Vysetron #286112
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I'd need to see some gameplay or give this a try before going in on it. It reads like it's pretty mechanically solid but I'm allergic to Terrinoth.

I keep trying these small dungeon crawl-ish games in hopes that one of them works for me. I will never learn.
Posted: 13 Nov 2018 20:22 by Josh Look #286114
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I don’t think that I’m sold. I had the Warhammer one and I don’t think anything short of very serious changes could salvage it for me. The core mechanic for taking actions is really good. It’s tense and it all works.

However it’s also the kind of co-op I wish we’d finally leave behind for good. The challenge is 100% “Flip a card and bad stuff happens.” Don’t get me wrong, the order in which you take your actions and whether or not you direct your efforts to fighting monsters or progressing the quest card feels important, but that’s only because they’re things you _have_ to do in order to survive and move forward. The game ends without you doing that and co-ordinating with the other players to do the right thing at the right time. Yet as soon as you make any headway, it starts all over again with more bad stuff happening and more monsters to swarm you. The ratio of satisfaction of making headway to getting beaten down by the game leans far to much in the favor of the latter. It’s unrewarding and boring. I am so over this kind of game, I really wish we’d see some innovation when it comes where the challenge comes from in co-op games.
Posted: 13 Nov 2018 23:38 by Frohike #286118
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I'd settle for "flip a card and a decision happens." Between bad things? Sure. But at least give players some means of strategizing against what the game is going to throw at them and perhaps even offer different choices based on some sort of state that was unlocked through previous decisions and/or play style.
Posted: 14 Nov 2018 05:48 by GorillaGrody #286120
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Josh Look wrote:
I don’t think that I’m sold. I had the Warhammer one and I don’t think anything short of very serious changes could salvage it for me. The core mechanic for taking actions is really good. It’s tense and it all works.

However it’s also the kind of co-op I wish we’d finally leave behind for good. The challenge is 100% “Flip a card and bad stuff happens.” Don’t get me wrong, the order in which you take your actions and whether or not you direct your efforts to fighting monsters or progressing the quest card feels important, but that’s only because they’re things you _have_ to do in order to survive and move forward. The game ends without you doing that and co-ordinating with the other players to do the right thing at the right time. Yet as soon as you make any headway, it starts all over again with more bad stuff happening and more monsters to swarm you. The ratio of satisfaction of making headway to getting beaten down by the game leans far to much in the favor of the latter. It’s unrewarding and boring. I am so over this kind of game, I really wish we’d see some innovation when it comes where the challenge comes from in co-op games.

The game seems to split the difference, from scenario to scenario, between the approach described above and a better approach. Like I said, we did play one scenario the other night which was an orgy of random card flipping and fighting. On the other hand, the core system tends to put new game effects in the "shadows," where their future effects can be planned for and mitigated against. In addition, the "location deck" is not a big stack of churning locations, but a few discrete, pre-chosen ones for which you can plan ahead. Some of the scenarios I've played solo seem to capitalize on a more deliberate pace of information.

In other words, it's one of those reiterated game systems where it's not easy to say that if you didn't like the former version, you wouldn't like the latter. It's just different enough to keep a person on the fence a little longer. TLDR: try it, but don't buy it just yet.
Posted: 14 Nov 2018 07:49 by Josh Look #286129
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It’s still intended to be played a campaign though, right? That makes in an automatic “never touch.”
Posted: 14 Nov 2018 08:49 by GorillaGrody #286133
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Blessedly, there’s no campaign. Not even a hint of one. It’s great.

Not trying to hard sell you. It’s a modest game with modest goals, but it seems to work.
Posted: 14 Nov 2018 08:51 by Josh Look #286134
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GorillaGrody wrote:
Blessedly, there’s no campaign. Not even a hint of one. It’s great.

Wow! Color me impressed. That’s good news.
Posted: 14 Nov 2018 09:17 by Joebot #286136
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As with every Terrinoth-themed boardgame, there's only one question that really matters -- can I play as Red Scorpion? If not, that's a dealbreaker.
Posted: 14 Nov 2018 16:20 by Sevej #286181
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Owned the original one and enjoyed it. If they expand this in interesting ways, I may go for it again...
Posted: 15 Nov 2018 08:36 by BaronDonut #286206
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I've talked about my ambivalence about dungeon crawlers before, but this one really hits the spot for me. The unnecessary bits are effectively abstracted so the focus can be on tough, fun decisions (like, why do games need ranges for abilities? this game understands that only two types of distance matter: close and far away).

The last third of our game did get a little grindy, as enemy after enemy kept pouring out of the deck in a way that made it a slog, but I think this might be a peculiarity of our particular scenario.

It also might have the best flavor text in an FFG game, in that it's mercifully short. "Hey, there's a big battle over in Magic Forest! Better go beat the bad guys or stuff will happen! Isn't Terrinoth fun!"