Meeple on Board Rating
Be the first to review this product.Board Game Geek Reviews
Be the first to review “God of War: The Card Game”
You must be logged in to post a review.
You must be logged in to post a review.
Ragnarök is coming. The fate of all existence is at stake. Is destruction inevitable, or are there ways to avoid ultimate cataclysm? The Norns, mystical beings of great power, have decided they will not go quietly into oblivion and have turned their attention to the well of Fate, Urðr, in order to find any possible way to stop Ragnarök. Looking deep into the swirling waters, they can foresee which potential combination of heroes, villains, battles, victories, and defeats might stop the end of all that is known — but will they find the right combination in time? Is there any true path to salvation at all? They must hurry and seek the true way through, before all is lost.
In God of War: The Card Game, players take on the role of the Norns as they try different combinations of heroes and events in order to stop Ragnarök. Each game is a new attempt to find the right key to saving Midgard from destruction. Players must work together, embodying mighty heroes such as Kratos, Mimir, Atreus, Brok and Sindri, and Freya. They will fight enemies and bosses from the popular God of War video game, but combined and remixed in exciting new ways, creating unique "What if…?" scenarios each time they play. If they succeed, the way forward has been secured and Ragnarök can be halted. Failure means the Norns will have to try again as only death and destruction lay along that particular path.
Each quest in God of War: The Card Game is made up of a mosaic of cards that recreate monsters and locations from the video game. Each quest’s mosaic is different, and each card is double-sided, depending on whether a section has been destroyed or not, and each has special rules that go into effect when it is face up on the tabletop. Learning how each quest is won, as well as what strategy to employ, is key to victory.
As players progress, earlier quests have an effect on what comes after them. At certain points along their path, players must choose which quest they will complete. Completing one might grant a bonus, but quests left untouched result in dire permanent consequences as the players move forward. These choices and challenges lead to new strategies, making it so no two games of God of War: The Card Game are alike.
Heroes in the game have several elements that make them unique. Each comes with their own dashboard that explains their special abilities and health totals, in addition to tracking the number of cards a player can keep in their hand from round to round. Tokens are used to keep everything clear as heroes gain and lose health and build up their power so they can unleash a mighty special attack. Heroes begin the game with a unique starting deck of cards that will be augmented from additional decks as the game progresses. Players can construct their deck to focus on their strengths or look for ways to generalize their approach, preparing for future quests that lie ahead. Each hero also has a unique standee that indicates which portion of the mosaic they are facing. With multiple heroes from which to choose, numerous ways to build their deck, and various different quests to attempt, each game of God of War: The Card Game will be a new experience that will echo throughout eternity.
—description from the publisher
Play Time | |
---|---|
Ages | 14+ |
Players | Solo, 2 Players, 3 Players, 4 Players |
Designer | Alex Olteanu, Fel Barros |
Mechanics | Cooperative Game |
Theme | Video Game Theme |
Publisher | Asmodee, CMON Limited |
DeafSwitch
easy to learn, quick play, deck buildind, "stage level" core game is great, solo works great, con : cards from deck don t have any good look, lazy
GeorgW
The mechanisms are actually quite interesting, the way you manipulate your deck and activate enemies is very smooth. I also like the mechanism of flipping cards, it both hides information for first-time playthroughs and creates a sense of motion. The cards themselves are quite simplistic, but that would be fine for a fast game. My issue is more with pacing and balance. The game is way, waaaay too easy. We steamrolled our first set of 3 quests at 4 players without any previous knowledge of the game. Perhaps it's harder with fewer players or other scenarios, but I feel like the system itself doesn't have enough depth to create interesting difficulty without simply using larger damage numbers. The pacing is also awful. You have to go through 3 quests, where the 3rd one is supposedly harder since you've had 2 rounds of building your deck. For one, the boss scenario we played was the easiest quest of the 3, but beyond that the game takes 90-180 minutes. That's not really acceptable for such a simple gameplay loop with quite a lot of downtime between turns. There's also seemingly no reason for doing 3 quests. You get some nerfs between quests to balance out your deck getting better overall, so it's not like your deck is getting that much better between rounds. You could of course delay winning a scenario to get to manipulate your deck more, but everyone hates those mechanisms, so why reward that? The challenge for quest 2 also doesn't scale, which leads to more balance issues. I feel like the game would benefit from playing a single or at most 2 quests, that way each quest can be more of a challenge and the game will be faster.
Callomac
Very puzzly. After your first game, win or lose, you know what's on the backside of cards )because nothing is randomized) and so you know what exactly you need to do to beat the scenario. Not a fun experience for me.