![]() ![]() The ones with the black shield must be defeated before your opponent can target you. These are all champions that remain in play until they are defeated. The strategy here tends to be about trying to combo cards together from the same faction as often this will trigger a special ally ability on cards that provides additional benefits. The blue Guild faction tends to provide a lot of gold, the red Necros faction tends to let you thin out your starting deck quicker, the yellow Imperial faction provides a lot of healing power, and the green Wild faction tends to mess with opponents requiring them to discard cards. There are four factions in the market deck, and each has its own focus which suits a certain style of play. Like most deck builders the cards you start with will be pretty basic and unappealing but as you purchase cards from the market and start to thin out your starting cards, your deck improves. These are some of my favourite cards in the game. It’s kind of like having a bodyguard dive in front of you to take the hit if you’re in danger. A guard champion has the added benefit of forcing your opponents to defeat it before they can have a crack at attacking you. They fall into two categories they can be actions/items which are played and then discarded or champions that stay in play in front of you until they are defeated by your opponent. The cards you play will typically provide you with either gold to spend on other cards, attack points or health points to replenish your health. These cards aren’t particularly impressive but you will buy far better cards in the market. This game is super easy to teach and is a great starting point for introducing deck building games to new players. Draw phase – where you draw back up to five cards and then end your turn.Discard phase – where all played cards are added to your discard pile.Main phase – where you can play cards from your hand, use gold to purchase cards from the market, use combat abilities to attack your opponent or their champions and use any relevant ally effects. ![]() If you have played Star Realms the rules here are pretty much the same but for those that haven’t here’s how it works. Finally, the stack of fire gem cards is placed in easy reach of players. Then all the market cards are shuffled and five are placed face up to create the market. Each player will take a starting deck and cards to track health points. Much like Star Realms, Hero Realms is easy to set up and can be ready to play in minutes. Set Up Set up is very quick for Hero Realms, one market deck to sort out, player starting decks and the fire gems. Each player starts with 50 health and when that is exhausted a player is knocked out of the game. Your goal is to stay alive and defeat your opponents. Unfortunately, the vast wealth generated by trade has resulted in endless disputes and conflict amongst its residents. Established by the Emperor to encourage peace through trade, it is now home to residents of all the species and nations of the known world. The sprawling metropolis of Thandar has flourished and grown into a prosperous city state. The good news is it retains much of what made Star Realms such a great introduction to deck building card games, but it may not be different enough from the original to warrant owning both unless you are interested in the expansion content. I was really excited to try Hero Realms and hoped it wouldn’t disappoint. It was simple enough to pick up quickly but offered enough variety to make it addicting. I really enjoy Star Realms, so much so that I had the app on my phone and used to play it regularly. Designers Robert Dougherty and Darwin Kastle have largely stuck to the successful formula that made Star Realms so much fun but used a fantasy theme instead of sci-fi and made some small improvements. Hero Realms from publisher Wise Wizard Games is a follow up to the very popular deck building card game Star Realms. ![]()
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