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Elo Darkness box art

Elo Darkness

Players

1-4

Time

45-75

Age

13+

Weight

3.43

Rating

7.40

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.1

Scales well

Strategy 4.7

Deep strategy

Control 3.2

Luck-sensitive

Table feel

Moderate level of direct confrontation and strategic depth, with high frequency of interaction and limited emphasis on cooperation.

Replay value

Elo Darkness has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and adaptability to different player counts. While it may take some time to learn, the depth it offers makes it worth the investment.

Luck profile

The final luck score for Elo Darkness is 6.333. The game has a moderate impact of randomness, with random elements having a notable but not exclusive influence on the game outcome. Players have a substantial ability to mitigate randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with the outcome being primarily determined by player strategy and decisions, but luck still playing a significant role.

Overview

ELO Darkness is a complete customizable card game in which two players (or four in the team vs. team mode) fight against each other in an epic MOBA-inspired arena. Each player controls a 40-card deck representing a team of five heroes (divided into five different classes). Players can delve into the deck-building aspect of the game by customizing their own Team and play style. Heroes can be picked through an initial draft mode in which players alternate selecting among 30 different characters. The unique aspect of the game is the interaction with the board, which adds an interesting tactical aspect as well as a strong thematic feeling to the concept of the card duel. No dice are involved in the game. Randomness is limited to the draw and is mitigated by the Farming and Backing phases in which players can manage their hand and retreat from their position on the map in order to draw more cards from their deck. Hero cards can be used for multiple purposes: they can be played during combat or they can be discarded in order to gain Experience points and gold used to buy and upgrade powerful items during the game. Combat takes place every turn on each Lane and is determined by a simultaneous action selection mechanism and a back-and-forth phase in which players take actions like playing Gank cards or activating combos and special abilities. In addition, to increase tension during the match, there are also objectives (monster cards) that player can conquer through a simultaneous resource bidding occurring during specific turns. The final goal of the game is to invade the opponent's base on the map, destroying the enemy towers and breaking through one of the Lanes on the board.

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Credits

Designers

2
Tommaso Mondadori Alberto Parisi

Artists

1
Fernando Armentano

Publishers

1
Reggie Games

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