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Realm Lord box art

Realm Lord

Players

2-6

Time

?-?

Age

?+

Weight

2.2

Rating

6.31

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The game Realm Lord has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies and turns. However, there is a lower emphasis on cooperation as players primarily compete against each other. Overall, the game has a strong interaction score.

Replay value

The game offers a high degree of variability with different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The strategic depth allows players to improve their strategy over time, discovering new tactics and strategies. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the effort.

Luck profile

The final luck score for Realm Lord is 7 out of 10. The game has a notable but not exclusive impact of random elements on the game outcome. 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

Players recruit heroes, who go on quests to earn 'hope stones,' which accumulate to victory. The game has several types of cards: -6 Realms, which are always in play and serve as locations for the game. -6 Lords. Each player is represented by a lord, who grants that player a privleged move. (a Lord also works as a hero) -heroes, who have four attributes (valor, might, craft, and magic) and a special ability each. Heroes can travel from realm to realm and attempt quests. -Quests. Each quest is based on one attribute. If the acting hero's score plus a die roll exceeds the quest value, the hero completes the quest. In addition to earning hope stones, Quests have special powers that take effect either while they are in play, or when they are completed. -Treasures, which attach to heroes and grant special abilities. -Action cards.

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Credits

Designers

1
Kevin Whittington

Publishers

1
Darkforge

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