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Board game review & gameplay of: Call to Adventure

Game design: Johnny O'Neal, Christopher O'Neal

  • 8/10
  • 9+
  • 1-4 players
  • 30-60 minutes

Gameplay

In call to adventure you and your fellow players tell the story of your own hero (or antihero!) you create during the game. 

You each start the game with an origin-, a motivation- and a destiny card, each giving you types of runes you are able to cast or other special abilities. 

On your turn you choose an adventure to resolve! You have to cast runes belonging to symbols on the adventure card in order to overcome the challenge. If you win you put the card underneath the cards you started with, giving you more runes to cast or other benefits! Players move to the next stage when there are three cards underneath the current one. 

If one of the players has tucked away 3 cards under every card, all other players get one last turn before revealing their destiny card and calculating final scores. The player with the highest points wins the game! 

After the game you can tell the stories of your heroes to each other.

Thoughts

I really like this game. It is an easy to learn game which feels different from other games to me. Might be because of the runes that you cast, instead of using dice or cards. Also the fact that you are building up a story makes the choices more fun to make during the game and telling the story a lot of fun after! 

Because there is a lot of variety in the starting cards and adventure cards, the game ensures a lot of replayability value. I highly appreciate the fact that there is also a solo and a cooperative mode. I have yet to try those and might share more about this soon!

If you like light beautiful games with a story element I can definitely recommend this game to you!

8/10

A copy of this game was provided to me by Brotherwise Games for the purpose of writing this review. My opinion however remains my own.

Boardgamegeek BGG

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