The full name of this game is . That last bit is important because there is more coming. This first set allows us to answer important questions like: who would win in a fight between King Arthur and Sinbad? What if Alice ventured out of Wonderland to carve up Medusa? The matchups in this absurdist fight club are bonkers, and we’re only getting started.
A long time ago in a galaxy far, far away…
Restoration Games is the noteworthy publisher that has brought us new editions of classic games like and Those designs were given a few nips and tucks, a couple of injections of Botox, and a new wardrobe. They’re fresh, but they’re also grounded in the past, and they know how to put nostalgia to good use.
is something a little different. It’s a re-working of 2002’s , sans license. Without the power of such a massive intellectual property behind the game, Restoration had to be bold, and it partnered with Mondo Games to create a zany melting pot of fictional matchups. The result should put a smile on the faces of even the dourest of curmudgeons. Just try to frown while playing an epic battle between the first expansion characters of Robin Hood and Big Foot in Sherwood Forest. It’s too ridiculous and too enjoyable.
But isn’t . It uses the same concept of a primary fighter accompanied by a sidekick (as we see with wonderful duos like Alice paired with the Jabberwock, or Arthur with Merlin), but has a completely different feel with its own unique tempo and mechanisms. The asymmetric decks powering each hero are more tightly designed, creating a breakneck pace for each 20-minute showdown.
Designer: Rob Daviau, JR Honeycutt, Justin D. Jacobson
Publisher: Restoration Games/Mondo Games
Playing time: 20-40 minutes
Price: $40 (buy at Amazon)
While the game supports three and four player bouts, it clearly is optimized as a two-player affair that’s lean and vibrant— in stark contrast to the six-player slug-fests that dominated my outings.
This streamlining editorial hand can be felt in all facets of play. The new battlefield, while small, feels dynamic due to a constant push for movement. The clever restriction of drawing cards only by performing a move action—as well as linking several character abilities to maneuvering—really pushes the design into creative places. For a two-player game where you throw down attack and defense cards against a single opponent, never feels like a mere grind to whittle away at their health.
Finding your main
I had many concerns before playing . I already love several strong entries in this genre, and I wondered if could find a place alongside contemporary titles such as or .
Answer: I think it can. is a unique offering that manages to pair a straightforward ruleset with legitimate depth. It’s simple enough that you can play with your 10-year old but engrossing enough to capture your gaming group’s extended interest.
There’s no deck construction here, and since each character’s abilities and cards are preset, the typical card game path of creation to competition is short-circuited. For instance, much of play occurs before the match even begins. Experimenting with new cards and combos is at the heart of the design. But allows you to explore your small deck in less time than it takes to watch an episode of . By your second play with Sinbad, you should fully understand how to harness his unique Voyage mechanism and pull off electric combos.
The asymmetry here is also gripping. Each fighter has personality and some character-specific mechanisms. Alice changes size, Medusa can turn foes to stone, Sinbad grows in strength as more voyage cards hit the discard pile, and King Arthur utilizes the Lady of the Lake and Excalibur to great effect. Each character offers much to explore with an economical rules weight.
Unlike its peers, this feels more like a fighting game. While other designs try to create a stripped-down version of a larger miniatures battle, wants to give you the feel of or . You pick a “main” and perfect your timing. All of those twists and tricks you hope to find in your deck actually materialize because you’re not tearing down your creation and rebuilding a new one after nearly every game.
This fighting-game format, however, is also responsible for ’s weakest spots. There’s a strong focus on timing and counter-play here. Instead of deck creation, controlling the tempo and drawing out your opponent’s strongest moves at their least advantageous time is at the very heart of this design. This is captured succinctly with the “feint” card, which is quite the mixture of brilliant and awful. It works because it’s an elegant weapon to clash over tempo but it also stumbles because it can nullify some of the strongest moments in the game.
Imagine this: you just spent the past 10 minutes carefully nurturing your hand, building up a set of power moves that includes the shining Excalibur. You’ve baited your opponent into playing one of their own feints earlier; now is the time to strike. You place Excalibur face down on the table alongside a second card from your hand to boost the damage. Then you and your opponent both flip your cards—and the corners of your mouth drop.
The problem is that every deck has three feints. Their power to undo the most dramatic of plays is frustrating, and it feels like a net negative to the game’s momentum. It works, and the game still ultimately succeeds, but a more judicious use of feint cards might have injected more vigor into the experience.
The pre-constructed nature of the decks also provides an occasional feeling that the game is actually playing you. Card draw is incredibly important, and the lack of a proper mulligan rule is a bit shocking. The abbreviated play time obscures this weakness somewhat, though.
Some players will also take issue with the sidekicks, which are presented as round plastic discs instead of full-blown miniatures. I threw side-eye at this concept initially, but it didn’t take me long at all to embrace the idea. The hero is mechanically divided from the sidekick, and this difference in presentation focuses the spotlight appropriately.
The entire package is visually stunning, with some of the most effective artwork ever placed on cardboard. Even the abstracted spaces that obscure most of the board fit the overall aesthetic. (Of course, they also perfectly convey line of sight, as they’re lifted straight from Fantasy Flight’s now defunct miniatures board game.)
may not have the extended life of the malleable or the explosive drama of , but it’s a smooth game that should have wide appeal. It’s not overly random yet it’s still dramatic. It’s simple yet it doesn’t sacrifice all personality.
If you give this game a shot, you may find yourself blinking at how quickly the first match is over. So you play again, and soon “just one more” becomes your maxim. Later you will blink once more as you look at your watch and wonder where the night went in such a hurry.