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In addition to the base game, Campaign Decks add more of a Roleplaying Game aspect, allowing players to develop their personal deck during those sessions. ''Hero Realms: The Ruin of Thandar'' is one of these Campaigns, released in late 2017.

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In addition to the base game, Campaign Decks add more of a Roleplaying Game aspect, allowing players to develop their personal deck during those sessions. ''Hero Realms: The Ruin of Thandar'' ''TabletopGame/HeroRealmsTheRuinOfThandar'' is one of these Campaigns, released in late 2017.



* DrawAggro: Guard Champions, which players must defeat first before attacking non-Guards or their opponents.

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* DrawAggro: Guard Champions, which players must defeat first before attacking non-Guards or their opponents.the other Player.



* FantasyCounterpartCulture: The Empire seems to be Medieval Christian Europe.

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* FantasyCounterpartCulture: The Empire seems to be Medieval Christian Europe.Europe mixed with a bit of a Roman Empire trappings.



* ProfessionalKiller: The Guild provides these. Rake, Master Assassin is so good that everybody knows his (or her?) name. Although, these hits don't apparently kill Champions in game as they're only Stunned instead.

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* ProfessionalKiller: The Guild provides these. Rake, Master Assassin is so good that everybody knows his (or her?) is it "her"?) name. Although, these hits don't apparently kill Champions in game as they're only Stunned instead.
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In addition to the base game, Campaign Decks add more of a Roleplaying Game aspect, allowing players to develop their personal deck during those sessions.

to:

In addition to the base game, Campaign Decks add more of a Roleplaying Game aspect, allowing players to develop their personal deck during those sessions.
sessions. ''Hero Realms: The Ruin of Thandar'' is one of these Campaigns, released in late 2017.
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* EveryManHasHisPrice: Players purchase Champions from the Market regardless of faction or job. If taken literally, one can acquire a cultist, giant wolf, or high priest by paying them. Though this may just be an abstraction of what happens in universe - when a player purchases cards as the Lich, it represents his evil influence taking over.
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* PlayerParty: One of the possible formats is having a group of players team up and fight another group, or a single player using a Boss Deck.


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* RPGElements: What separates this game from Star Realms. Players can choose a class to use specific abilities and gear.

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* TheEmperor: Unrepresented in the base game, The Emperor is referenced in the Citizens of Thandar blogposts.



* EvilSorcerer: Rayla, Endweaver is a Necros Mage champion. She's pale skinned, wears horns, performs magic using an ancient tome, and seems to be raising the dead.



* FantasyCounterpartCulture: The Empire seems to be Medieval Christian Europe.



* MookCommander: The Man-at-Arms and Master Weyan increase Damage for each other additional Guards or Champions on the field.

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* MookCommander: The Man-at-Arms and Man-at-Arms, Master Weyan Weyan, Wolf Shaman increase Damage for each other additional Guards or Champions on the field.



* ReligionOfEvil: Necros, whose cult also provides destructive curses, includes Vampires and necromancers, and worship demons.

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* ReligionOfEvil: Necros, whose cult also provides destructive curses, includes Vampires and necromancers, and worship demons. It seems to contrast with the more Saintly Imperial religion.


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* SinisterMinister: Cult Priests - Necro champions who are bald, have facial scars and tattoos, and welding an ornate dagger and a skull for a censer attacked to a sawtoothed chakram.

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* ArbitraryEquipmentRestriction: Players can only use their Dagger and Shortsword cards only when they are in the player's hand. Considering the players are Fantasy heroes, it seems odd that such a character wouldn't be able to use their weapons at any time.

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* ArbitraryEquipmentRestriction: Players can only use their Dagger and Shortsword Weapon Item cards only when they are in the player's hand. Considering the players are Fantasy heroes, it seems odd that such a character wouldn't be able to use their weapons at any time.


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* AttackAnimal: The Dire Wolf and the Wizard's Cat Familiar champions, both animals capable of generating Damage.


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* HelmetsAreHardlyHeroic: The Orcs never wear any helmets at all, which is in character. While Imperial troops are shown to be wearing helmets, Champions Cristov, the Just and the Man-at-Arms lack any head wear.


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* MakeThemRot: The Rot action, which when purchased allows the player to do damage and remove a card from their deck.


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* MookCommander: The Man-at-Arms and Master Weyan increase Damage for each other additional Guards or Champions on the field.
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* AdventureFriendlyWorld: The setting is set up for this. Thandar is a melting pot of a trade city were various civilizations and cultures mingle and connect. It was founded by a massive Empire as a means for peaceful expansion. Trade attracts criminals, and allows for the formation of a powerful underworld. As with most urban areas, there will be those who are homeless and plenty of run down buildings - both perfect for the needs of a wicked cult. There's plenty of resources and opportunity for adventurers to grow and become powerful.

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* AdventureFriendlyWorld: The setting is set up for this. Thandar is a melting pot of a trade city were various civilizations and cultures mingle and connect. It was founded by a massive Empire as a means for peaceful expansion. Trade attracts criminals, and allows for the formation of a powerful underworld. As with most urban areas, there will be those who are homeless and plenty of run down buildings - both perfect for the needs of a wicked cult. There's plenty of resources and opportunity for adventurers to grow and become powerful.
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* EncyclopediaExposita: ''The Emperor’s Guide to Thandar'' is quoted in the "Citizens of Thandar" blog posts, providing some bit of exposition of the subject.

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* ExcusePlot: The base game doesn't give much of a plot: you're a sword/dagger welding Fantasy hero fighting other fantasy heroes for some unknown reason. The Campaign and Boss Decks avert this, as they provide some story to the game.

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* ExcusePlot: The base game doesn't give much of a plot: you're a sword/dagger welding Fantasy hero fighting other fantasy heroes for some unknown reason. The Campaign and Boss Decks avert this, as they provide some story to the game.



* {{Necromancer}}: Varrick, who has this as his title. Despite the sinister connotations of his profession and being a Nerco, Varrick is rather benevolent. He can return discarded champions to the deck, help draw a card, and deals no damage. And as if to further offset fantasy stereotypes, the Necromancer is buff, youthful, and has thick blonde hair.

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* {{Necromancer}}: Varrick, who has this as his title. Despite the sinister connotations of his profession and being a Nerco, Varrick is rather benevolent. He can return discarded champions to the deck, help draw a card, cards, and deals no damage. And as if to further offset fantasy stereotypes, the Necromancer is buff, youthful, and has thick blonde hair.



* ProudWarriorRaceGuy: Several of the Wild Champions are implied to be this - warrior barbarians that includes a Berserk human and Orcs.
* RedShirt: Guard Champions, who take the damage first for the player and other non-guard Champions. Have several and the player has a RedShirtArmy to protect them.



* WarriorMonk: Master Weyan, who can generate damage. Despite the Imperial's European influenced styling, Weyan's robes, topknot, and combat stance invokes a Oriental look.

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* WarriorMonk: Master Weyan, who can generate damage. Despite the Imperial's European influenced styling, Weyan's robes, topknot, and combat stance invokes a an Oriental look.

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* LifeDrain: Played with - instead of gaining life after doing damage, this card allows the player to draw a card again.



* MerchantCity: Thandar grew from a trade outpost to a major city thanks to commerence. Helps being located where four major rivers meet.

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* MerchantCity: Thandar grew from a trade outpost to a major city thanks to commerence.commerce. Helps being located where four major rivers meet.
* MoreThanMindControl: Influence, which gets the hero Gold. The art shows a royal couple... with a hooded sinister figure behind the throne.


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* {{Necromancer}}: Varrick, who has this as his title. Despite the sinister connotations of his profession and being a Nerco, Varrick is rather benevolent. He can return discarded champions to the deck, help draw a card, and deals no damage. And as if to further offset fantasy stereotypes, the Necromancer is buff, youthful, and has thick blonde hair.


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* OurWerewolvesAreDifferent: Wolf Form is an action, which seems to allow the player to transform into a werewolf. As expected with Wolves, it deals damage.


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* TouchOfDeath: Downplayed with Death Touch - while it does damage, it isn't very much. The card does allow the player to remove a card from their playing deck.
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* HeroismWontPayTheBills: Sadly fighting other heroes doesn't provide much income. So players either have to use actions like Taxation or work with the Guild or Necros (neither are heroic) in order to expand their funds.


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* KnifeNut: The Human Champions of the Necros prefer daggers or knives as their Weapon of Choice.


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* OurGiantsAreBigger: In addition to the typical humanoid giant, there is also the Dire Wolf, a Giant ''Wolf''.


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* ThePaladin: Cristov, the Just, whose subtype is Paladin. The card artwork invokes the idea image such a noble hero: Young, heroic, with stylized armor (Loin-faced Pauldrons adding to the image) and wielding two swords.
* {{Plunder}}: To gain more Gold, players can use cards like Bribe, Deception, Intimidate (if used with another Guild Card). Smash and Grab allows the player to move a card from the discard to their deck.


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* ShoutOut: Cron, the Berserker seems to be a homage to Conan of Cimmeria - a dark haired barbarian whose name starts with a "C", and Cron is only a letter short of Crom, the Cimmerians' god.


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* WarriorMonk: Master Weyan, who can generate damage. Despite the Imperial's European influenced styling, Weyan's robes, topknot, and combat stance invokes a Oriental look.
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* FantasyCharacterClasses: Custom starting decks for several of these classes are available: Fighter, Cleric, Thief (as the Rogue class), Ranger, and Wizard (Magician class).

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* FantasyCharacterClasses: Custom starting decks for several of these classes are available: Fighter, Cleric, Thief (as the Rogue class), Ranger, and Wizard (Magician class). For more details, see the [[Characters/HeroRealms Character]] page.
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* ''Wild'': An umbrella term for the nations or tribes in the unsettled East. This includes Elves, Orcs, Trolls, Human barbarians, and wildlife. Their focus is dealing lots of damage, drawing and discarding cards, and forcing other players to discard.

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* ''Wild'': An umbrella term for the nations or tribes in the unsettled East. This Represented in green, the Wild includes Elves, Orcs, Trolls, Human barbarians, and wildlife. Their focus is dealing lots of damage, drawing and discarding cards, and forcing other players to discard.



* AllThereInTheManual: The backstory can be found in the rulebook.

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* AllThereInTheManual: The backstory can be found in the rulebook.rulebook and the official website.
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* AdventureFriendlyWorld: The setting is set up for this. Thandar is a melting pot of a trade city were various civilizations and cultures mingle and connect. It was founded by a massive Empire as a means for peaceful expansion. Trade attracts criminals, and allows for the formation of a powerful underworld. As with most urban areas, there will be those who are homeless and plenty of run down buildings - both perfect for the needs of a wicked cult. There's plenty of resources and opportunity for adventurers to grow and become powerful.

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** Captain Koska, a Human mercenary. While unaligned, Koska has the ability to be any Faction the player chooses when the card is first played.

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** Captain Koska, a Human mercenary. While unaligned, Koska has the ability to be any Faction the player chooses when the card is first played.expended (turned sideways).


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* SoloTabletopGame: Possible with the Tibus, Guild Lord card. This Challenge scenario has a card drawn by a trade deck is placed in front of Tibus. The drawn card's alignment determines an effect and attack damage determined by cost. Tibus automatically attacks, and Guards help defend Tibus. If there are is a card of each alignment in front of Tibus, he discards them and gains a massive Combat bonus.
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[[caption-width-right:350:Just a few of the Champions that will aid the Heroes...]]

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[[caption-width-right:350:Just a few of the Champions that will aid the your Heroes...]]



* ThievesGuild: Played with the Guild. While not above bulgury, the faction isn't the only criminals in town (a player can be an unaligned theif) - the Guild is just much more organized, larger, and offers more services such as extortion, bribery, and smuggling.

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* ThievesGuild: Played Downplayed with the Guild. While not above bulgury, the Guild. They're a powerful, feared faction isn't the only criminals in town (a player can be an unaligned theif) offering burglary, assassination, and criminal specialists. However they don't control nor regulate all criminal activity - the Guild is just much more organized, larger, and offers more services such as extortion, bribery, and smuggling. players could be unaffiliated Thieves.
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/ba32879242a5bed28483e2e69e5c4f3e_original.png]]
[[caption-width-right:350:Just a few of the Champions that will aid the Heroes...]]
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* FantasyCharacterClasses: Custom starting decks for several of these classes are available: Fighter, Cleric, Thief (as the Rogue class), Ranger, and Wizard (Magician class). Only one character deck averts using this system: Dragon, as in an actual fire-breathing kind.

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* FantasyCharacterClasses: Custom starting decks for several of these classes are available: Fighter, Cleric, Thief (as the Rogue class), Ranger, and Wizard (Magician class). Only one character deck averts using this system: Dragon, as in an actual fire-breathing kind.



* ThievesGuild: Averted with The Guild. Although they're not above bulgary, the faction are well organized criminals who are not recognized by the authorities.

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* ThievesGuild: Averted Played with The Guild. Although they're the Guild. While not above bulgary, bulgury, the faction are well organized isn't the only criminals who are not recognized by in town (a player can be an unaligned theif) - the authorities. Guild is just much more organized, larger, and offers more services such as extortion, bribery, and smuggling.

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* DeathIsCheap: When Champions are destroyed, instead of being killed they are "stunned" instead. Makes sense in a deckbuilder, were discarded cards are reshuffled when the deck is reformed. Having "dead" champions show up again would be odd without explanation.

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* {{Curse}}: A specific subtype of Action cards. True to the name, they do harm and then some.
* DeathIsCheap: When Champions are destroyed, instead of being killed they are "stunned" instead. Makes sense in a deckbuilder, were discarded cards are reshuffled when the deck is reformed. Having "dead" champions show up again would be odd without explanation.


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* FantasyCharacterClasses: Custom starting decks for several of these classes are available: Fighter, Cleric, Thief (as the Rogue class), Ranger, and Wizard (Magician class). Only one character deck averts using this system: Dragon, as in an actual fire-breathing kind.
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* InstantAwesomeJustAddDragons: The Empire somehow managed to make an alliance with Dragons, allowing both to rise in power. Arkus, Imperial Dragon is the only Dragon champion in the game, but provides plenty of benefits.

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* InstantAwesomeJustAddDragons: The Empire somehow managed to make an alliance with Dragons, allowing both to rise in power. Arkus, Imperial Dragon is the only Dragon champion in the base game, but provides plenty of benefits.



->"Give me your gold, or I'll give you my knife."

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->"Give -->"Give me your gold, or I'll give you my knife."



* ThievesGuild: Averted with The Guild. Although they're not above bulgary, the faction are organized criminals and not recognized any authorities.

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* ThievesGuild: Averted with The Guild. Although they're not above bulgary, the faction are well organized criminals and who are not recognized any by the authorities.

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* KillItWithFire: Spark, a spell dealing damage. It features a fireball forming on its artwork.

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* KillItWithFire: Spark, a spell dealing damage. It features a fireball forming on its artwork. The Guild also offers the Fire Bomb action, which deals a lot of damage and then some.



* MerchantCity: Thandar grew from a trade outpost to a major city thanks to trade. Helps being located where four major rivers meet.

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* MerchantCity: Thandar grew from a trade outpost to a major city thanks to trade.commerence. Helps being located where four major rivers meet.



** The Wild faction is also used in the ''TabletopGame/EpicCardGame'', both sharing green and the use of a paw as their symbol.

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** The Wild faction is also used in the ''TabletopGame/EpicCardGame'', both sharing green and the use of a paw as their symbol. Epic also includes a Ogre Mercenary aligned with a blue faction (see PrivateMilitaryContractors below).
* AnOfferYouCantRefuse: The Street Thug provides Gold or Combat, implied by using the trope.
->"Give me your gold, or I'll give you my knife."



* OurVampiresAreDifferent: Part of the Nercos, with two Vampire Champions. One is a suave noble, the other looks like a ghoul out of a nightmare. They also allow removing cards with the added benefit of gaining Combat in the process.

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* OurVampiresAreDifferent: Part of the Nercos, with two Vampire Champions.Champions in the base game. One is a suave noble, the other looks like a ghoul out of a nightmare. They also allow removing cards with the added benefit of gaining Combat in the process.


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* RecruitingTheCriminal: Any time you hire Guild and Necro Champions.


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* ThievesGuild: Averted with The Guild. Although they're not above bulgary, the faction are organized criminals and not recognized any authorities.

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* PrivateMilitaryContractors: Borg, Ogre Mercenary - able to take damage and deal it as well. Interestingly, he's a Guild Card instead of [[OurOgresAreHungrier the expected Wild affiliation]].

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* PrivateMilitaryContractors: PrivateMilitaryContractors:
**
Borg, Ogre Mercenary - able to take damage and deal it as well. Interestingly, he's a Guild Card instead of [[OurOgresAreHungrier the expected Wild affiliation]].
** Captain Koska, a Human mercenary. While unaligned, Koska has the ability to be any Faction the player chooses when the card is first played.
* ProfessionalKiller: The Guild provides these. Rake, Master Assassin is so good that everybody knows his (or her?) name. Although, these hits don't apparently kill Champions in game as they're only Stunned instead.

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Based on the ''TabletopGame/StarRealms'' engine, the two games have similar gameplay: Players start with a standard low-power deck, play five cards, buy from a common market, attack, discard, and draw new cards. But whereas Star Realms has a strategic space war theme, Hero Realms is more akin to a Fantasy Roleplaying Game- each person is a PlayerCharacter. Instead of leading fleets and bases, the hero has Actions, personal weapons, and Champions working for them. As part of this new thematic focus, the game also offers Character Decks that offer specific classes with their own unique items and powers.

The players can buy new cards for their decks from four factions:

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Based on the ''TabletopGame/StarRealms'' engine, the two games have similar gameplay: Players start with a standard low-power deck, play five cards, buy from a common market, attack, discard, and draw new cards. But whereas Star Realms has a strategic space war theme, Hero Realms is more akin to a Fantasy Roleplaying Game- each person is a PlayerCharacter. Instead of leading fleets and bases, the hero has Actions, personal weapons, and Champions working for them. As part of this new thematic focus, the game also offers Character and Boss Decks that offer specific classes with their own unique items and powers.

The players can buy new cards for their decks actions and Champions from four factions:



In addition to the base game, Campaign Decks add a Roleplaying Game aspect, allowing players to develop their personal deck during those sessions.

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In addition to the base game, Campaign Decks add more of a Roleplaying Game aspect, allowing players to develop their personal deck during those sessions.



* BigRedDevil: Tyrannor, the Devourer - big horns, red skin, skull face, and being very large.

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* BigRedDevil: Tyrannor, the Devourer - big horns, red skin, skull face, and being very large.tall.



* DeathIsCheap: When Champions are destroyed, instead of being killed they are "stunned" instead. Makes sense in a deckbuilder, were discarded cards are reshuffled when the deck is reformed. Having "dead" champions show up again would be odd.

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* DeathIsCheap: When Champions are destroyed, instead of being killed they are "stunned" instead. Makes sense in a deckbuilder, were discarded cards are reshuffled when the deck is reformed. Having "dead" champions show up again would be odd.odd without explanation.
* DiscardAndDraw: An ability of the Wild faction, allowing the player to draw a card and discard. This allows the player to move through their deck faster.



* ExcusePlot: The base game doesn't give much of a plot: you're a sword/dagger welding Fantasy hero fighting other fantasy heroes for some unknown reason.

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* ExcusePlot: The base game doesn't give much of a plot: you're a sword/dagger welding Fantasy hero fighting other fantasy heroes for some unknown reason. The Campaign and Boss Decks avert this, as they provide some story to the game.



* HitPoints: Health points. Unlike Star Realms' Authority, the Health correlates directly to the player's life.

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* HitPoints: Health points. Health. Unlike Star Realms' Authority, the Health correlates directly to the player's life. life. Champions also have Defense rating, showing how much damage they must take in one turn to be discarded.


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* MerchantCity: Thandar grew from a trade outpost to a major city thanks to trade. Helps being located where four major rivers meet.
* MythologyGag:
** The Imperial faction symbol is a Star on a Yellow field. This is also the emblem of the Star Empire in ''Star Realms''. Humorously enough, the Imperial faction can Heal, in contrast to the Star Empire which did not heal and focused on offense.
** The Wild faction is also used in the ''TabletopGame/EpicCardGame'', both sharing green and the use of a paw as their symbol.

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''Hero Realms'' is a Fantasy TurnBasedCombat DeckBuildingGame designed by Darwin Kastle and Robert Dougherty. It was published by White Wizard Games in 2016. Set in the city of Thandar, the players are characters attempting to gain resources to win- get more Gold points to gain more Combat points, and reduce their foe's Health to zero.

A spin off from ''TabletopGame/StarRealms'', the two games have similar gameplay: Players start with a standard low-power deck, play five cards, buy from a common market, attack, discard, and draw new cards. However there are differences between the two games. Whereas Star Realms has a strategic perspective, the players of Hero Realms have a more personal viewpoint: they are their own PlayerCharacter. Instead of leading fleets and bases, the hero has actions, personal weapons, and other characters working for them. As part of this new thematic focus, the game also offers Character Decks that offer specific classes with their own unique items and powers.

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''Hero Realms'' is a Fantasy TurnBasedCombat DeckBuildingGame designed by Darwin Kastle and Robert Dougherty. It was published by White Wizard Games in 2016. Set in the city of Thandar, the players are characters attempting to gain resources to win- get more Gold points to gain more Combat points, and reduce their foe's Health to zero.

A spin off from ''TabletopGame/StarRealms'',
zero. To do that, they need Gold to buy new actions and allies, in order to increase their Combat points.

Based on the ''TabletopGame/StarRealms'' engine,
the two games have similar gameplay: Players start with a standard low-power deck, play five cards, buy from a common market, attack, discard, and draw new cards. However there are differences between the two games. Whereas But whereas Star Realms has a strategic perspective, the players of space war theme, Hero Realms have a is more personal viewpoint: they are their own akin to a Fantasy Roleplaying Game- each person is a PlayerCharacter. Instead of leading fleets and bases, the hero has actions, Actions, personal weapons, and other characters Champions working for them. As part of this new thematic focus, the game also offers Character Decks that offer specific classes with their own unique items and powers.



* ''The Guild'': A criminal syndicate consisting largely of humans and ogres, that grew as the city's trade increased. Represented in blue, their agents allow the player to gain gold, draw cards, and to stun Champions.

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* ''Imperials:'' Those affiliated with the Empire, the nation of humans and dragons that founded Thandar. A militaristic (though not necessary warlike) group represented in Yellow. They allow the players to draw cards and replenish Health. Some of their cards get stronger with more Champions in play.
* ''The Guild'': A criminal syndicate consisting largely of humans and ogres, that grew as the city's trade increased. Represented in blue, their agents allow the player to gain gold, draw cards, gold and to stun Champions. (discarded from play) Champions. In addition, certain Guild cards will allow the player to gain cards and place them into either their hand or on top of the deck.



* ''Imperials:'' Those affiliated with the Empire, the nation of humans and dragons that founded Thandar. A militaristic (though not necessary warlike) group represented in Yellow. They have many Champions, allows the players to draw cards and replenish Health.
* ''Wild'': An umbrella term for the nations or tribes in the unsettled East. This includes Elves, Orcs, Trolls, Human barbarians, and wildlife. Their focus is dealing lots of damage and forcing players to discard.

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* ''Imperials:'' Those affiliated with the Empire, the nation of humans and dragons that founded Thandar. A militaristic (though not necessary warlike) group represented in Yellow. They have many Champions, allows the players to draw cards and replenish Health.
* ''Wild'': An umbrella term for the nations or tribes in the unsettled East. This includes Elves, Orcs, Trolls, Human barbarians, and wildlife. Their focus is dealing lots of damage damage, drawing and discarding cards, and forcing other players to discard.

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''Hero Realms'' is a Fantasy DeckBuildingGame designed by Darwin Kastle and Robert Dougherty. It was published by White Wizard Games in 2016. Set in the city of Thandar, the players are characters attempting to gain resources to win- get more Gold points to gain more Combat points, and reduce their foe's Health to zero.

A spin off from ''TabletopGame/StarRealms'', the two games have similar gameplay: Players start with a standard low-power deck, play five cards, buy from a common market, attack, discard, and draw new cards. However there are differences between the two games. Whereas Star Realms has a strategic perspective, the players of Hero Realms are playing as single characters. Instead of leading fleets and bases, the hero has actions, personal weapons, and other characters working for them. As part of this new thematic focus, the game also offers Character Decks that offer specific classes with their own unique items and powers.

to:

''Hero Realms'' is a Fantasy TurnBasedCombat DeckBuildingGame designed by Darwin Kastle and Robert Dougherty. It was published by White Wizard Games in 2016. Set in the city of Thandar, the players are characters attempting to gain resources to win- get more Gold points to gain more Combat points, and reduce their foe's Health to zero.

A spin off from ''TabletopGame/StarRealms'', the two games have similar gameplay: Players start with a standard low-power deck, play five cards, buy from a common market, attack, discard, and draw new cards. However there are differences between the two games. Whereas Star Realms has a strategic perspective, the players of Hero Realms have a more personal viewpoint: they are playing as single characters.their own PlayerCharacter. Instead of leading fleets and bases, the hero has actions, personal weapons, and other characters working for them. As part of this new thematic focus, the game also offers Character Decks that offer specific classes with their own unique items and powers.



* ''Necros'': Represented in red, an underground evil cult that preys on the weak and serves demons. Despite this the players are willing to work with them. They focus on dealing Damage and removing cards from the player's decks.

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* ''Necros'': Represented in red, an underground evil cult that preys on the weak and serves demons. Despite this the players are willing to work with them. They focus on dealing Damage and removing Sacrificing (removing cards from the player's decks.deck).


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* ArbitraryEquipmentRestriction: Players can only use their Dagger and Shortsword cards only when they are in the player's hand. Considering the players are Fantasy heroes, it seems odd that such a character wouldn't be able to use their weapons at any time.


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* CheapGoldCoins: The starting currency are single Gold coins. As the game progresses, the players will eventually upgrade to Actions or Fire Gems that provide more buying power and eventually will sacrifice Gold to get better draws.
* DeathIsCheap: When Champions are destroyed, instead of being killed they are "stunned" instead. Makes sense in a deckbuilder, were discarded cards are reshuffled when the deck is reformed. Having "dead" champions show up again would be odd.


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* ExcusePlot: The base game doesn't give much of a plot: you're a sword/dagger welding Fantasy hero fighting other fantasy heroes for some unknown reason.


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* GemstoneAssault: Fire Gems can be used as money, but sacrificing one can also deal damage.

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In addition to the base game, Campaign Decks add a Roleplaying Game aspect to the game, allowing players to develop their personal deck during those sessions.

to:

In addition to the base game, Campaign Decks add a Roleplaying Game aspect to the game, aspect, allowing players to develop their personal deck during those sessions.



* AllThereInTheManual: The backstory is noted in the instruction manual.

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* AllThereInTheManual: The backstory is noted can be found in the instruction manual. rulebook.
* BigRedDevil: Tyrannor, the Devourer - big horns, red skin, skull face, and being very large.



* TheEmpire: Founders of Thandar. A nation of humans and allied dragons that used to be nigh unstoppable conquerors. That is, until Internal problems led the Empire to change their tactics and use Trade to achieve peace. It works.
* HeroUnit: Named Champions, who tend to cost more than common Champions, but tend to have higher Defense, and provide very useful abilities.

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* TheEmpire: Founders of Thandar. A nation of humans and allied dragons that used to be nigh unstoppable conquerors. That is, until Internal problems led with a powerful military. Avoiding the typical portrayal, the Empire to change their tactics is clearly on the side of good, prefers bright colors and use Trade now focuses on peaceful trade.
* FacialMarkings: Necro human cultists and priests, as if belonging
to achieve peace. It works.a death cult wasn't obviously evil enough.
* HeroUnit: Named Champions, costing more than common Champions. On the bright side they tend to have higher Defense, and provide very useful abilities.

* HeroUnit: Named Champions, HighPriest: Kraka, who tend to cost more than common Champions, but tend to have higher Defense, and has this as his title. Using him can provide very useful abilities. Health, and using him with another Imperial card can get even more health.
* HitPoints: Health points. Unlike Star Realms' Authority, the Health correlates directly to the player's life.



* PrivateMilitaryContractors: Borg, Ogre Mercenary - able to take damage and deal it as well. Interestingly, he's a Guild Card instead of [[OurOgresAreHungrier the expected Wild affliation]].

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* KillItWithFire: Spark, a spell dealing damage. It features a fireball forming on its artwork.
* TheMedic: Imperial Priests, who deal no damage but give Health. The Imperial faction in general is the only one that heals.
* OurElvesAreBetter: Its noted that the Wild's Elvin nations are "older than human recorded history." Also, they give cool gifts to the players via one action.
* OurOrcsAreDifferent: Green skinned warriors who could be mistaken for Ogres.
* OurVampiresAreDifferent: Part of the Nercos, with two Vampire Champions. One is a suave noble, the other looks like a ghoul out of a nightmare. They also allow removing cards with the added benefit of gaining Combat in the process.
* PrivateMilitaryContractors: Borg, Ogre Mercenary - able to take damage and deal it as well. Interestingly, he's a Guild Card instead of [[OurOgresAreHungrier the expected Wild affliation]].affiliation]].
* ReligionOfEvil: Necros, whose cult also provides destructive curses, includes Vampires and necromancers, and worship demons.


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* TheSyndicate: The Guild, with its thugs, smugglers, and assassins providing a number of useful services... for a price of course.
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A spin off from ''TabletopGame/StarRealms'', the two games have similar gameplay: Players start with a standard low-power deck, play five cards, buy from a common market, attack, discard, and draw new cards. However there are differences between the two games. Wereas Star Realms focuses on a strategic viewpoint, the players are characters working their way through a city, gathering Champions, new weapons, and new actions to defeat their foes. As part of this new thematic focus, the game also offers Character Decks that offer specific classes with their own unique items and powers.

to:

A spin off from ''TabletopGame/StarRealms'', the two games have similar gameplay: Players start with a standard low-power deck, play five cards, buy from a common market, attack, discard, and draw new cards. However there are differences between the two games. Wereas Whereas Star Realms focuses on has a strategic viewpoint, perspective, the players of Hero Realms are playing as single characters. Instead of leading fleets and bases, the hero has actions, personal weapons, and other characters working their way through a city, gathering Champions, new weapons, and new actions to defeat their foes. for them. As part of this new thematic focus, the game also offers Character Decks that offer specific classes with their own unique items and powers.



* The Guild: A criminal syndicate consisting largely of humans and ogres, that grew as the city's trade increased. Represented in blue, their agents allow the player to gain gold, draw cards, and to stun Champions.
* Necros: Represented in red, an underground evil cult that preys on the weak and serves demons. Despite this the players are willing to work with them. They focus on dealing Damage and removing cards from the player's decks.
* Imperials: Those affiliated with the Empire, the nation of humans and dragons that founded Thandar. A militaristic (though not necessary warlike) group represented in Yellow. They have many Champions, allows the players to draw cards and replenish Health.
* Wild: An umbrella term for the nations or tribes in the unsettled East. This includes Elves, Orcs, Trolls, Human barbarians, and wildlife. Their focus is dealing lots of damage and forcing players to discard.

In addition to the base game, Campaign Decks add an RPG aspect to the game, allowing players to develop their personal deck during those sessions.

to:

* The Guild: ''The Guild'': A criminal syndicate consisting largely of humans and ogres, that grew as the city's trade increased. Represented in blue, their agents allow the player to gain gold, draw cards, and to stun Champions.
* Necros: ''Necros'': Represented in red, an underground evil cult that preys on the weak and serves demons. Despite this the players are willing to work with them. They focus on dealing Damage and removing cards from the player's decks.
* Imperials: ''Imperials:'' Those affiliated with the Empire, the nation of humans and dragons that founded Thandar. A militaristic (though not necessary warlike) group represented in Yellow. They have many Champions, allows the players to draw cards and replenish Health.
* Wild: ''Wild'': An umbrella term for the nations or tribes in the unsettled East. This includes Elves, Orcs, Trolls, Human barbarians, and wildlife. Their focus is dealing lots of damage and forcing players to discard.

In addition to the base game, Campaign Decks add an RPG a Roleplaying Game aspect to the game, allowing players to develop their personal deck during those sessions.



* PrivateMilitaryContrators: Borg, Ogre Mercenary - able to take damage and deal it as well. Interestingly, he's a Guild Card instead of [[OurOgresAreHungrier the expected Wild affliation]].

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* PrivateMilitaryContrators: PrivateMilitaryContractors: Borg, Ogre Mercenary - able to take damage and deal it as well. Interestingly, he's a Guild Card instead of [[OurOgresAreHungrier the expected Wild affliation]].

Added: 378

Changed: 380

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''Hero Realms'' is a Fantasy DeckBuildingGame designed by Darwin Kastle and Robert Dougherty. It was published by White Wizard Games in 2016. Set in the city of Thandar, the players are characters attempting to gain resources and defeating their foes. To win, get more Gold points to gain more Combat points, and reduce their foe's Health to zero.

It's a spin off from ''TabletopGame/StarRealms'', having similar gameplay. Players start with a standard low-power deck, play five cards, buy, attack, discard, and draw new cards. However there are differences between the two games. Wereas Star Realms focuses on a strategic viewpoint, the players are characters working their way through a city, gathering Champions, new weapons, and new actions to defeat their foes. As part of this new thematic focus, the game also offers Character Decks that offer specific classes with their own unique items and powers.

to:

''Hero Realms'' is a Fantasy DeckBuildingGame designed by Darwin Kastle and Robert Dougherty. It was published by White Wizard Games in 2016. Set in the city of Thandar, the players are characters attempting to gain resources and defeating their foes. To win, to win- get more Gold points to gain more Combat points, and reduce their foe's Health to zero.

It's a A spin off from ''TabletopGame/StarRealms'', having the two games have similar gameplay. gameplay: Players start with a standard low-power deck, play five cards, buy, buy from a common market, attack, discard, and draw new cards. However there are differences between the two games. Wereas Star Realms focuses on a strategic viewpoint, the players are characters working their way through a city, gathering Champions, new weapons, and new actions to defeat their foes. As part of this new thematic focus, the game also offers Character Decks that offer specific classes with their own unique items and powers.
powers.



* The Guild: A criminal syndicate, largely human and ogres, that grew as the city's trade increased. Represented in blue, their agents allow the player to gain gold, draw cards, and to stun Champions.
* Necros: Represented in red, an underground evil cult that preys on the weak and serves demons. Despite this, the players are willing to work with them. They focus on dealing Damage and removing cards from the player's decks.

to:

* The Guild: A criminal syndicate, syndicate consisting largely human of humans and ogres, that grew as the city's trade increased. Represented in blue, their agents allow the player to gain gold, draw cards, and to stun Champions.
* Necros: Represented in red, an underground evil cult that preys on the weak and serves demons. Despite this, this the players are willing to work with them. They focus on dealing Damage and removing cards from the player's decks.



* DrawAggro: Guard Champions, which players must destroy first before attacking non-Guards or their opponents.
* HeroUnit: Named Champions, who tend to cost more than common Champions, but tend to have higher Defense, and provide interesting effects.

to:

* DrawAggro: Guard Champions, which players must destroy first before attacking non-Guards or their opponents.AllThereInTheManual: The backstory is noted in the instruction manual.
* DrawAggro: Guard Champions, which players must defeat first before attacking non-Guards or their opponents.
* TheEmpire: Founders of Thandar. A nation of humans and allied dragons that used to be nigh unstoppable conquerors. That is, until Internal problems led the Empire to change their tactics and use Trade to achieve peace. It works.
* HeroUnit: Named Champions, who tend to cost more than common Champions, but tend to have higher Defense, and provide interesting effects.very useful abilities.



* StartingEquipment: Players start with the same deck of low paying Gold and a Ruby, and low damage Dagger and Shortsword. Character Decks have different Starting gear reflecting their Class.

to:

* StartingEquipment: Players start with the same deck of low paying Gold and a Ruby, and low damage Dagger and Shortsword. Character Decks have different Starting gear reflecting their Class.Class.
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Added: 412

Changed: 1

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* HeroUnits: Named Champions, who tend to cost more than common Champions, but tend to have higher Defense, and provide interesting effects.

to:

* HeroUnits: HeroUnit: Named Champions, who tend to cost more than common Champions, but tend to have higher Defense, and provide interesting effects.effects.
* InstantAwesomeJustAddDragons: The Empire somehow managed to make an alliance with Dragons, allowing both to rise in power. Arkus, Imperial Dragon is the only Dragon champion in the game, but provides plenty of benefits.
* PrivateMilitaryContrators: Borg, Ogre Mercenary - able to take damage and deal it as well. Interestingly, he's a Guild Card instead of [[OurOgresAreHungrier the expected Wild affliation]].
Is there an issue? Send a MessageReason:
New Works page

Added DiffLines:

->''While Thandar's trade has delivered its promised peace to nations, the wealth generated by its trade spurs endless political and physical conflict...''

''Hero Realms'' is a Fantasy DeckBuildingGame designed by Darwin Kastle and Robert Dougherty. It was published by White Wizard Games in 2016. Set in the city of Thandar, the players are characters attempting to gain resources and defeating their foes. To win, get more Gold points to gain more Combat points, and reduce their foe's Health to zero.

It's a spin off from ''TabletopGame/StarRealms'', having similar gameplay. Players start with a standard low-power deck, play five cards, buy, attack, discard, and draw new cards. However there are differences between the two games. Wereas Star Realms focuses on a strategic viewpoint, the players are characters working their way through a city, gathering Champions, new weapons, and new actions to defeat their foes. As part of this new thematic focus, the game also offers Character Decks that offer specific classes with their own unique items and powers.

The players can buy new cards for their decks from four factions:

* The Guild: A criminal syndicate, largely human and ogres, that grew as the city's trade increased. Represented in blue, their agents allow the player to gain gold, draw cards, and to stun Champions.
* Necros: Represented in red, an underground evil cult that preys on the weak and serves demons. Despite this, the players are willing to work with them. They focus on dealing Damage and removing cards from the player's decks.
* Imperials: Those affiliated with the Empire, the nation of humans and dragons that founded Thandar. A militaristic (though not necessary warlike) group represented in Yellow. They have many Champions, allows the players to draw cards and replenish Health.
* Wild: An umbrella term for the nations or tribes in the unsettled East. This includes Elves, Orcs, Trolls, Human barbarians, and wildlife. Their focus is dealing lots of damage and forcing players to discard.

In addition to the base game, Campaign Decks add an RPG aspect to the game, allowing players to develop their personal deck during those sessions.

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!!Hero Realms provides examples of the following:

*DrawAggro: Guard Champions, which players must destroy first before attacking non-Guards or their opponents.
*HeroUnits: Named Champions, who tend to cost more than common Champions, but tend to have higher Defense, and provide interesting effects.
*StartingEquipment: Players start with the same deck of low paying Gold and a Ruby, and low damage Dagger and Shortsword. Character Decks have different Starting gear reflecting their Class.

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