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Tabletop Game / Hero Realms The Ruin Of Thandar

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Prepare to save the day...if you can.

An expansion to Hero Realms for solo or cooperative play. It is the first Campaign Deck for the game, and requires the base set.

A night at the Inn at Four Rivers goes awry. Soon the player and their pals are caught in a fight for their life. There’s a new enemy afoot, and it’s up to you to stop their agenda.

Here, 1-5 players work together to get through three Encounters. Each Encounter has a Master, representing the big bad controlling the other threats. In addition The Master has its own Deck, which is automatically played according to the rules. Depending on the Card drawn, the Master will use one of four abilities. Defeat the Master and your party can continue.

The Encounters setup and overall story are included in the Adventure Book. Starting from the first Encounter, the player's will also face decisions that will effect how the story goes.


The Ruin of Thandar includes examples of the following:

  • Bar Brawl: The First Encounter, with the "Master" being bar Regulars who come under some sort of evil influence.
  • Character Customization: If the player is using a Character Deck, they can gain new class-based items or abilities of their choice during the campaign.
  • Character Level: The Master. When a certain number of Mastery cards are drawn, the Master levels up - the card is flipped over, with stronger abilities than before.
  • Evil Minions: Minion cards, Encounter Deck equivalent of Champions. They have a Defense stat, and stay in play until Stunned. Downplayed, since some of them are not evil, just under another influence.
    • The Alcoholic: The Charging Drunk. It’s up to the player to decide if the drunk is being controlled, or decided to hop in and join the brawl. One thing is for sure: he's had too much to drink.
    • The Bartender: Crazed Bartender. He's a strong fellow who can hold down one guy with one hand, and welding a broken bottle with the other. Has a very high Defense, and can dish out a lot of Damage.
    • The Imp: With several different kinds. Good news is they don’t do damage. Bad news is they are so annoying, they force the Player to discard a card.
  • Gamebooks: The Adventure book has elements of this, with some player decisions or game results leading to a different chapter.
  • Nonstandard Game Over: The Escape Action can cause this, if the Encounter deck was reshuffled. If unable to finish off the Master before Escape is drawn again, the players lose.
  • Religion of Evil: The bad guys introduced in the campaign, The Ruinos.
  • Renegade Splinter Faction: The Ruinos are a offshoot of The Necros.
  • RPG Elements: As players proceed along the Campaign, they can gain new, more powerful cards for their Class. The Rules also include a guide on how each Class change, allowing the player to decide what path to choose.
  • Solo Tabletop Game: Since the Encounters have a deck and an automated Master, this campaign can be run solo. The deck is adjusted for number the number of players, including those who go it alone.
  • Sorting Algorithm of Evil: The First Encounter Master is just the beginning. After that, the players will be up against successively stronger Masters during the Campaign.
  • You All Meet in an Inn: And true to Fantasy roleplaying tradition, this is where the player Heroes start their Adventure.


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