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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 | |
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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 |
4757joshua2
Updated: Rules are straight up not finished. This is like a first pass that hasn't been revised yet. We get into a conversation about what the rules mean 5 or 6 times each game. It's way too easy. We've quit during the last boss every time we played because we were just destroying them and not taking any damage in return. This game has less strategy than base pandemic, but is far harder to understand, goes on to long, but never put us at risk of losing even during our first game, and it is just generally a pathetic offering by CMON. It isn't finished. I threw this in the trash the day after I got it, which I don't think I've ever done before. 1 star.
dla133
I have other deck builders but none that play like this. The way the scene cards can flip and change the environment are a lot of fun and add a different dynamic. I’ve only played purely solo so far and the scenes and quests so far from a difficulty rating are about a 7/10. Looking forward to playing this more.
FuzzyLlamaReviews
I found this game to be quite an enjoyable experience. It's very unique in its playstyle where you set up a card display of 8 tarot sized cards that form a scene. From there you move your standees to different columns on the card scene and perform attacks or activate boxes on certain cards. Doing this will cause those cards to flip which will unveil other aspects of the scene depending on what you are trying to accomplish. To give an example of this: one of the final bosses to fight is a huge dragon. Now, the only way to kill it is by attacking his head which is on one particular card BUT the health on this thing is like 60 so straight up attacking the head is suicide as it will probably kill you long before you can kill it. However, if you attack his legs or other parts of his body you can flip the cards and gain these shatter crystal cards, which, along with using one other card on his head will do a whopping 20 damage! However, you have to be careful because if a particular rune card gets flipped at the end of a players turn, his head cards will flip and he unleashes some electric bolts from his mouth. In any case, there are quite a few different scenarios to set up and play and a typical game has you setting up a pyramid of these cards and only picking one to do. Once defeated you move up the card pyramid and pick another BUT you flip the ones you don't pick and have to take some kind of hindrance from the backs of those that make everything more challenging going forward. The one big gripe I have with the game is that oftentimes the scenarios are very hard to understand on what exactly you need to do to win. Every single time I set one up I read through each of the scenario cards to try and grok out a method and only after playing the scenario for a bit did I eventually come to figure it out. The gameplay itself is extremely simple with just playing cards from your hand to attack and move to a new column. The game plays very well solo and does push towards teamwork since you can move to the same column as another player to help block damage if they are getting weak. I will say the game does have a kind of player elimination but only for each quest and then the player is back in the game if the quest is won by the remaining players. I didn't see this very often in my games though and there are usually ways to mitigate the damage with cards and heal damage. There is also a bit of luck involved for those wondering. When you attack anything, you have to roll a single dice and subtract that amount of damage rolled from your attack. So you can never be too sure you have a guaranteed kill. Also, with the end of turn rune card draw you never know which enemy card will be attacking. Another thing I like is how you deck grows and becomes stronger. Those rune card draws that activate the enemies are actually doled out to the players at the end of a round and each player gets to choose one of them to add to their ever growing deck. I found this a very interesting and fun deckbuilding aspect. Overall, I really like this one! It's a shame it probably won't see any expansions as I think it does need a bit more replayability since there are a limited number of scenarios in the box. But with the lower ratings its gotten I doubt it will see any. That said, I constantly see this game on sale for less than $15 and at that price it's a steal to be sure.