Skip to content
Login / Register
Menu
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Search for:
Home
/
Shop
/
Board Games
/
Strategy
Add to Wishlist
Champions of Hara
30m - 120m
1 - 4 Players
Ages 14+
Co-operative play encourages or requires players to work together to beat the game.
Cooperative Play
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
Tile Placement games feature placing a piece to score VPs, with the amount often based on adjacent pieces or pieces in the same group/cluster, and keying off non-spatial properties like color, "feature completion", cluster size etc.
Tile Placement
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
Miniatures
59.90
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Login
Cart
Your cart is empty!
Return to shop
Skip to content
Open toolbar
Accessibility Tools
Accessibility Tools
Increase Text
Increase Text
Decrease Text
Decrease Text
Grayscale
Grayscale
High Contrast
High Contrast
Negative Contrast
Negative Contrast
Light Background
Light Background
Links Underline
Links Underline
Readable Font
Readable Font
Reset
Reset
gotrek987
I can say, that this game totally blew my expectations out of the water! I had a blast playing this game. Not so complex that it's a struggle to play, but still deep enough to enjoy the mind workout. Card play in the game is EXCELLENT! Then the idea of the game itself playing over 2 parts is ingenious the more and more I think about it. Playing 1 game to establish who the Champion of Hara is and then playing a second game in scenario format to achieve that character's desire, which then leads to unlocks for that character?!?!? Simply amazing. Definitely look forward to playing more of this game and I would highly recommend to any fan of adventure style games.
Big B
A colorful adventure game with some truly fantastical theme (imaginative/not simply derivative of high fantasy swords and sorcery setting). Characters have asymmetrical resource management that gives everyone a different feel. It's a bit of a table hog, and shuffling the hexagonal cards is a bit annoying, but do work well within the game. Has a mini-campaign structure where a versus session is recommended to be follow up by a co-op scenario session. Lot of clever ideas here but also not super deep mechanically, which can be enjoyable, but also might be a bit telling in terms of how much legs this will have, especially when it's on the long-ish side for its depth.
GeorgW
[ImageID=4453739small] Finally an adventure game for me! [b]Pros:[/b] There is clearly a lot of love that has gone into this game. I don't know the source material, but there's a lot of flavour, not just in the scenario design but also the different monsters and events. The production is also good, I appreciate the clean boards and if I liked miniatures I'm sure I'd like these. There are also special powers you can unlock for each of the characters after you've played their scenarios, which is cute if a bit weird given that it can be a competitive game. The core gameplay is the big draw here and it works well. Each card has two effects, similar to Gloomhaven, but you only have access to one effect at a time and have to cycle between each effect every time you use it. This extra layer of ebbing and flowing card effects is very satisfying to manage, and turns and options are limited enough that the different options are manageable. I like that the victory condition is mainly dependent on defeating monsters, and that going after players usually gives less of a reward. That means that going after another player is an active choice. I like that you level up as you come closer to winning the game, it accelerates the end to be more climactic. There's plenty of catch-up with world events and player interaction, so this acceleration seems balanced. They're also not strict upgrades, just increased options. I think the different characters feel unique and interesting. [b]Cons:[/b] I'm always dubious of games that try to do too much and this has a competitive base game with coop, solo and team-based scenarios and wants you to play one of each every time you play! That said I've only played 1 solo scenario and that was fun, but it's still quite intimidating just opening the box with all the different options present! I also highly doubt it's all balanced in competitive and cooperative modes. The coop mode intrigues me, but there's also a lot of effects that only make sense in the competitive mode and it would have been better if it had just picked a lane. It's really long. It's not even that players take time to take their turn, drawing from 8 different decks and checking where stuff goes just takes time. That said, the actual turns also take some time, since there's a lot of things happening between turns that you can't plan for and that one player always plays two turns in a row. The fact that there's an expansion that takes this game to 6 players is absolutely insane, it's a 3-player game max IMO. Some monsters are extremely tanky, it feels like most turns you either have what you need to kill a monster or you don't. Luckily there are other things to do if you can't, but it's a shame that there's not a broader range of options. There are a few really easy monsters and some that you can ally with, but there's not enough of them IMO. There should have been more reminders and aids for different, small rules. One big miss is that there's no indication that everyone gets their ultimate after half the game for free. Another is that the player aid doesn't mention that you can ask for help on your turn. The rules are extremely verbose and keep repeating the same rules over and over. It was a slog to get through, despite being a rather simple game. Despite that, it manages to miss some important rules (What happens if you are defeated the same turn as you level up? How many player turn cards do you play with?) There's also a late rule-change that isn't reflected in the scenarios and several examples contradict the rules. It's also annoying that all the scenarios are in the rule book, so if you want to reference a rule you have to keep going back and forth to different parts of this overly long rule book.