WBG Score: 8.5
Player Count: 1-3
You’ll like this if you like: Unmatched, Battle Line, Star Wars Destiny.
Published by: Chris Loizou, Bryan Steele
Designed by: SBG Editions,
This is the reviewers own copy. See our review policy here
Please note the pictures include a play mat which is sold separately.
In the Cursed Empire Heroes of Thargos get ready for some epic battles in the custom made RPG realm of Thargos! It's like diving into a pool of dragons, monsters, heroes and weapons, but with cards instead of water.
The game is set in the world created by designer Chris Loizou, in which various other games have been set. Including a sprawling RPG, which is about to have a 3rd edition come to crowd funding. You can find out more about this HERE.
The game can be played in a, RPG style story mode, using the cards as prompts for the story. There is a solo and three player variant. But the main course I would say is the two-player duel; where players build their own custom deck and race to a specific points target based on their chosen heroes. Lets get it to the table and see how it plays.
How To Set Up Cursed Empire: Heroes of Thargos
The rule book is one of the most conversational ones I have ever encountered. It does a fantastic job explaining the different ways to use these cards in a very interesting way. There is also a quick start guide to get you up and running in no time.
The first thing to do is sort out the cards, which is a good chance to familiarize yourself with what's in the box. Look for the red-backed cards first. These are the character cards. They are all double-sided to show the characters' normal and injured states, used in the game.
The card's faction symbol is shown on the top left. This is mainly used for optional rules but will be relevant to some Lasting cards, which we will get to soon.
The card's CPV (Character Points Value) is shown on the top right. This is used for calculating the Victory Points needed to win for each deck. You add up the CPV for all your characters, and the total is your points target for that game. The more powerful your chosen characters, the more points you need to win. Smart, isn't it?
The main text shows the in-game effects of the card, unique to each one. At the bottom, the card's Might, Mind, and Mysticism scores are shown. The colors used here will help you link these traits to other relevant modifiers in the game. The reverse side shows the card's injured side, where there will be a new in-game effect. Understandably, but sadly, the art does not change.
Players will now forge their Battle deck. You need to have a good balance between the three types of cards: Mission, Lasting, and Action. For your first game, I suggest taking 20 of each. As you get to know the game better, you can customize this however you see fit. Avoid taking any duplicates for any one player, and note that certain powerful cards have a padlock symbol on them. This means you can only have one of this type of card in your deck. Shuffle these up and get ready for battle!
At this stage, players will need to choose their four characters. Ideally, you'll find cards that work well together and with your chosen deck. This could be based on their complementary powers or a varied mix of Mind, Might, and Mysticism, linked to the cards in your battle deck. But don’t worry too much for your first game. Note your CPV, then divide this by two (rounding up). That’s your target score for the game. Reaching that points goal is how you win, unless your opponent does so first or either of you run out of cards. That's another way to lose, so be careful not to burn through your deck too quickly.
Players now draw the top six cards from their battle deck. If you do not have at least two gold mission cards, place these six cards at the bottom of your deck and draw again until you do. Note that some character cards may affect your hand size, so read your card's main text to check for this and remind yourself of their abilities.
The first player will place one of their four character cards face up on the non-injured side, placing it into an imaginary (or real, if you have the awesome play mat) track. The opponent will then do the same. They don’t have to match the same track as the first player, but they can if they wish. You're looking to match up cards that can perform well against each other based on their attributes. Keep going until both players have placed all four of their characters, resulting in four complete tracks of two characters each.
Next, players take turns placing one of their mission cards between two characters on one of the tracks. These missions are challenges that the characters in the same track will compete in at a certain point in the game, but not immediately. Ideally, place missions into tracks that suit the character you have there, and consider the attributes of the other player’s character too. When all four missions are placed, draw back up to your hand limit, and you are now ready to play the base game.
How To Play Cursed Empire: Heroes of Thargos
Players will now take turns to draw back up to their hand limit, play one Lasting card, and then take one action, which can be playing an action card or attempting a mission.
At the start of a player's turn, they can draw back up to their hand limit if they are below it at this point. Then, with these cards in hand, usually six, players can choose one Lasting card to play under one of the four characters to boost that character’s attributes. The Lasting cards show stats for the three attributes, just like the character cards. When placed under a character, these stats will add to the character’s base attributes, mostly increasing them but occasionally decreasing them. Some Lasting cards also have permanent powers affecting character stats, sometimes based on other factors such as which other cards are also linked to this character.
Players can take one action per turn. This might involve playing an action card or attempting a mission. When you play an action card, you perform the action specified on the card. These actions can enhance your attributes, allow you to draw more cards, heal an injured player, or carry out other exciting activities.
If you attempt a mission, pick one of the four face-up missions in the tracks and declare you are attempting it. Each mission card will test at least one attribute, sometimes more, specified with a number next to the relevant attributes on the card. These numbers boost the defending player's stats for that attribute. For example, if your character has a score of four for the tested attribute and the defending character has a score of two, but the mission card shows a plus two, the score is now tied at four each.
To win a mission, the attacking player must beat or match the defending player's score in the tested attribute after considering the buff on the mission card. In the example of a tie at four each, the attacker would win. However, if the buff was plus three and the defender's score is now five to four, the attacker still has options.
On the top right of each card is a plus number. The attacking player can play as many cards as they want from their hand, face down, and declare which attribute each card is boosting. You can play as many cards as you wish, but you must play an equal number of cards to each attribute if you boost more than one. Remember, if you ever run out of cards, you lose the game. So, don't burn through your deck too quickly. Additionally, if you use too many cards to attack, you may be short of cards to defend on the other player's next turn, as you won't draw back up to your hand limit until the start of your next turn.
Once the attacking player has finished playing extra cards, the defender can then choose to play cards of their own to boost their attributes. They can only play cards to the attributes that the attacker boosted, and like the attacker, must play an equal number of cards to each if they boost more than one attribute. When this is done, all cards played are revealed and the winner is declared.
If the attacker wins, they take the points shown on the mission card, move it to their points pile, and carry out the text on that card. The defender must replace the displaced mission card with a mission card from their hand. If they don't have one, they will need to draw and discard from their deck until they find one, which can dangerously deplete their deck. If the defender wins, the attacker must flip their character card to the injured side, and the mission card stays in play. An injured card cannot be injured again, but there are variations to this if you play with the undead expansion!
Play then moves to the next player. Remember, the attacker from the previous round now becomes the defender and will not draw back up to their hand limit until the start of their turn when they become the attacker again. So, they may now be seriously depleted of cards needed to defend! Play continues in this manner until one of the winning conditions is met.
Is It Fun? Cursed Empire: Heroes of Thargos Card Game Review
The world created here is incredibly rich. Every card has been crafted with exceptional care and attention, interlinking brilliantly both in theme and mechanics. If you're looking for a game with a complex and deeply woven tapestry, I'm not sure there's anything better.
The solo mode works very well, using a simple dice system to dictate your opponent's actions. The story mode is intriguing and offers a unique experience, though it might demand a bit more from you as a player to bring the narrative to life. If you're a fan of RPGs or seeking a card game that delves deeper into storytelling, you'll love this mode. However, for me, the 1v1 battle is where this game truly shines.
The way the cards interact and how your characters develop as you add more Lasting cards each round make the balance and flow of each game feel just right. Players enhance their powers at a similar pace, creating a balanced and engaging experience. The strategy of which characters to develop versus which ones your opponent is focusing on is crucial. With mission card points ranging from one to four, targeting the higher value missions is a priority for both players. Knowing when to defend, when to attack, when to hold back cards, and when to go all out is what makes the game so compelling and fun. And it truly delivers.
You will need to keep a close eye on all your powers. The character's abilities, combined with the additions from Lasting cards and the action cards you play, can make it easy to overlook something. However, this rich development of your four characters is a big reason this game engrosses me so much. It's fun to see them evolve and enjoyable to use new powers. With 33 unique characters, each game will feel different.
Once you've learned the decks a bit more, creating your own custom pack of 60 cards is where the game really shines. Knowing what's coming up, understanding how you can develop your heroes, and building something based on planning and strategy rather than random draws is very satisfying. I look forward to seeing how this game evolves and will be closely following all future expansions.
Great game, and the publishers are a real nice bunch.
We carry this in store to play in our board game café.
It is pretty simple to teach and yet so emersion once the players get the mechanics, ita a game that is played by so many people in a week, you really would be surprised.
Additionally, it's actually up to 3 player, and works wonderfully.
Looking toward 3rd edition.
Can't wait
David
Shakes and lattes, Larnaca, Cyprus