The following is my Amazon review of ROTRL. I will talk about playing the pathfinder card
game in more detail later. For now,
enjoy this review.
Overview:
Rise of the
Rune Lords (hereafter referred to as ROTRL) is a deck building adventure card
game for 2-6 players based on the RPG of the same name. Participants select characters, complete narrative
encounters, and develop their decks. The
narrative campaign is comprised of two introductory modules, a base set
(adventure pack 1) and five sequentially numbered scenario kits—each of which
contains 94 treasure, monster, trap, and location cards required to play six
distinct adventures. The full experience
encompasses 38 encounters each usually lasting between 1 and 2 hours.
Note:
While this is technically a review of the ROTRL base set, it
is difficult to discuss the starter box without addressing the campaign and supplementary
materials. I have tried to clearly
distinguish between the base set components and other products.
Materials:
The base
set comes in a high quality game box typical of euro card products like
dominion and ascension. It is big enough
that your player decks, selection of locations, misc loot, hazards, and
monsters will all still fit in the box including expansions and bonus cards.
The base packaging includes an instruction book, more
than 400 cards, a set of RPG dice (d4, d6, d8, d10, and d12), and a plastic
card organizer. The cards are your usual
euro card stock—plenty durable in the short term but easily destroyed if care
is not taken. We found it easiest to sleeve
our character decks and use dry erase markers on top loader sleeves for our
characters. This protected our decks
while keeping a physical record of our advancement that did not require
separate character sheets. The cards are
well written and illustrated—though the lack of flavor text was a missed opportunity
in my opinion. The instructions cover
game play cleanly with a couple of quality oversights. I would have liked a mechanical guide that clarified
which rule takes precedence when two actions conflict and a robust index but
for the cost and form factor the materials are more than adequate.
Game Play:
The campaign begins with players picking a character from
the provided options including monk, bard, fighter, barbarian, cleric, ranger,
wizard...etc. Each character has a
pre-set distribution of cards chosen from items, weapons, armor, allies,
spells, and blessings. Their character
card provides a range of attributes and special powers which will improve each
time an adventure module is successfully completed.
At the start of a mission players build the scenario
board by building 4- 8 location decks.
In most cases this will consist of several piles of loot cards,
monsters, and barriers specified by the location (a wizard’s tower has more
spells while the guard tower has more weapons.)
The number of location scales with the number of characters so smaller
groups are not disadvantaged. The
adventure boss and their henchmen are randomly scattered among the available
locations. Each location requires a
particular skill check, combat, or card sacrifice to close. As the group completes the 6-adventure expansion
packs more challenging foes and more valuable treasure are added to the random
pool raising the risk-reward potential of future sessions.
A game consists of 30 turns regardless of the number of
players. While larger groups have more
resources, they have less individual player turns to achieve their
objectives. The players successfully complete
the scenario when they defeat the boss while preventing him from fleeing to
open locations. So players have to
balance the desire to collect all the loot with the need to close locations and
find the boss before the 30 turn clock runs out. Most characters have cards which can be
played to benefit themselves or others.
Since they often face challenges they cannot overcome individually, the
collective management of cross-party resources combines with strategic
exploration to make collaboration essential.
Sometimes you will need to give up your resources so the wizard can
acquire a valuable ally. Sometimes you
will be blessed by the cleric so you can close an open location with a
particularly difficult challenge rating.
Group priorities change depending on game state and available
resources. Good players will work
together. Poor players will try and turn
the adventure into a group contest—and probably fail.
A note on additional
products:
New players should be aware of the economics of the
game. Currently, Paizo offers 3
adventure path sets with a fourth on the way.
Each path begins with a base set ($45) good for 2 introductory
adventures and the 6 adventures in the first expansion pack. To get the full campaign experience, players
will need to purchase 5 additional adventure path expansions (aprox $20
each.) The base set has a great deal of
replayability due to the random scenario mechanic but if you want to go all the
way, it will cost around $150 for the full 38 mission treatment. If players want to spice up their options,
they can buy a character expansion pack which features alternative character
configurations ($20.) Tack on a set of
character play mats ($40) and the total runs over $200 per path. Outside the four adventure paths, players can
also purchase dedicated class expansion packs featuring extra loot for those
seeking a better treasure distribution.
There are currently three special release goblin characters and two
associated class expansion packs ($30 total.)
You can buy a dedicated scenario mat to help organize locations and scenario
decks too. My group enjoyed running
through ROTRL so much that we bought the 2 complete following paths and have
pre-ordered the fourth. That being said,
even if you only want to play the base campaign without all the bells and whistles
I feel it is only fair to put the cost in perspective--$45 is about a third of
what you will end up spending for one of the adventure paths minimum.
Why should you buy
ROTRL?
If you like truly cooperative games, if you want to level
a character and enjoy some table talk without the need for a game master, if
you used to role-play and can only spare a couple hours a week now, if you like
big modular gaming frameworks, ROTRL is for you. It took five of us over a year to complete
the full 38 module adventure path. We
loved every minute of it. The mechanics
do an excellent job of recreating the intuitive feel of playing an old school
RPG character while blending in modern deck builder elements. Even if you stick with the base set and never
get a single expansion kit this is a fun game with a lot of replayability.
Why should you avoid
ROTRL?
If you dislike organizing hundreds of cards, if you do
not like working with detailed rule sets, if you do not want to have to buy
each of the supplementary card packs, if you are not interested in playing an
on-going game over multiple sessions, then this might not be the game for you.
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