Heroes of Terrinoth: Adventure Card Game

Heroes of Terrinoth: The Adventure Card

Game Information

MSRP $
39.99
Year Published
Fantasy Flight Games

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.


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repoman's Avatar
repoman replied the topic: #276068 23 Jun 2018 04:44
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.
san il defanso's Avatar
san il defanso replied the topic: #276069 23 Jun 2018 05:48
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.
Jackwraith's Avatar
Jackwraith replied the topic: #276073 23 Jun 2018 09:35
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.
Gary Sax's Avatar
Gary Sax replied the topic: #286098 13 Nov 2018 16:33
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.
GorillaGrody's Avatar
GorillaGrody replied the topic: #286100 13 Nov 2018 17:29
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.
GorillaGrody's Avatar
GorillaGrody replied the topic: #286103 13 Nov 2018 17:54
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.
san il defanso's Avatar
san il defanso replied the topic: #286107 13 Nov 2018 19:00
This one is high on my list. I might have to have someone bring it from the states for me.
Gary Sax's Avatar
Gary Sax replied the topic: #286108 13 Nov 2018 19:18
It's on my watch list for sure. Almost got that Warhammer version but waited long enough that I saw it was discontinued.
Vysetron's Avatar
Vysetron replied the topic: #286112 13 Nov 2018 21:03
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.
Josh Look's Avatar
Josh Look replied the topic: #286114 13 Nov 2018 22:22
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.
Frohike's Avatar
Frohike replied the topic: #286118 14 Nov 2018 01:38
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.
GorillaGrody's Avatar
GorillaGrody replied the topic: #286120 14 Nov 2018 07:48

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.
Josh Look's Avatar
Josh Look replied the topic: #286129 14 Nov 2018 09:49
It’s still intended to be played a campaign though, right? That makes in an automatic “never touch.”
GorillaGrody's Avatar
GorillaGrody replied the topic: #286133 14 Nov 2018 10:49
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.
Josh Look's Avatar
Josh Look replied the topic: #286134 14 Nov 2018 10:51

GorillaGrody wrote: Blessedly, there’s no campaign. Not even a hint of one. It’s great.


Wow! Color me impressed. That’s good news.
Joebot's Avatar
Joebot replied the topic: #286136 14 Nov 2018 11:17
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.
Sevej's Avatar
Sevej replied the topic: #286181 14 Nov 2018 18:20
Owned the original one and enjoyed it. If they expand this in interesting ways, I may go for it again...
BaronDonut's Avatar
BaronDonut replied the topic: #286206 15 Nov 2018 10:36
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!"