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Heroes of Terrinoth
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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I wonder if it's like Pathfinder. No way to know based on this press release but itvsure sounds like it.
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- san il defanso
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- Jackwraith
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- GorillaGrody
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Best dungeon crawl available, if you’re looking for something with a tiny footprint.
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- GorillaGrody
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- san il defanso
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I keep trying these small dungeon crawl-ish games in hopes that one of them works for me. I will never learn.
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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.
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- GorillaGrody
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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.
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- GorillaGrody
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Not trying to hard sell you. It’s a modest game with modest goals, but it seems to work.
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