Table feel
Encounters has a high level of direct confrontation and strategic depth, with frequent interaction among players. However, it does not emphasize cooperation as much.
Encounters is a light, "take that" sort of card game with a D&D / fantasy theme. The game features a deck of cards consisting of heroes, monsters, weapons and treasure. Each player starts the game with a party of adventurers (hero cards) on their side (think clerics, fighters, el...
Players
2-4
Time
?-?
Age
10+
Weight
1.67
Rating
5.79
Should this hit the table?
Encounters has a high level of direct confrontation and strategic depth, with frequent interaction among players. However, it does not emphasize cooperation as much.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Encounters has a high level of direct confrontation and strategic depth, with frequent interaction among players. However, it does not emphasize cooperation as much.
Encounters offers a high level of variability with its gameboard, expansions, and strategic depth. The game scales well with different player counts and provides a consistent and engaging experience. While it may take some time to learn, the depth it offers makes it worth the investment. Overall, Encounters has a strong replayability score of 8.0.
The final luck score for Encounters is 6, indicating a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
Encounters is a light, "take that" sort of card game with a D&D / fantasy theme. The game features a deck of cards consisting of heroes, monsters, weapons and treasure. Each player starts the game with a party of adventurers (hero cards) on their side (think clerics, fighters, elves, etc.). During your turn you draw two cards and play two cards, allowing you to perform actions like sending monsters to fight other players, equipping your heroes with weapons, or placing acquired treasure in your personal vault. A simple combat system is used to resolve monster attacks (which can kill your heroes), and then play passes to the next player. Adding some complexity and theme are a number of special ability rules that apply to the different heroes and monsters, such as spells, turning undead, armor abilities, fiery breath, etc. When only one player has heroes left standing, that player gets a gold bonus and the round ends. The cards are collected and a new round begins! Rinse and repeat until the winning player reaches a certain level of accumulated wealth. Re-issued as a CCG with more cards in 1995 under the name Fantasy Adventures.
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