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Empyrean Hero: The Card Game box art
2021 Ranked #17,363

Empyrean Hero: The Card Game

A tactical engine-building card game where players recruit and enhance heroes to pierce defenses and defeat enemy SkyBases. Only one action is allowed each turn, so timing healing, drafting, recruitment, and attacks creates steep opportunity costs.

Bluffing Card Game Action/Event Deck Construction

Players

2-4

Play time

45-60 min

Age

14+

Complexity

2.5/5

Rating

7.53

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.1/5

Harder to teach

Replay value 3.8/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

HERO is a tactical engine-building card game that puts on display the sky-battles of the heavens for all to see.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

HERO is a tactical engine-building card game that puts on display the sky-battles of the heavens for all to see. A cast of heroes, reborn within the multifarious cultures of a cataclysmic dystopia, battle side-by-side in eternity itself--as they train for the greater war against horde in the world of Tempo. -Explosive Hidden Abilities, Decisive Drafting, Way OverPowered Heroes (OP), and One Turn Wins (OTW). -No life points. No victory points. No boosters. -Know Your Opponent. Know Yourself. Objective: Pierce opposing defenses, and defeat opposing SkyBases. Gameplay: Build gritty engines from an array of abilities that circumvent the game system itself, and plow headlong into the deepest corners of the HERO framework. HERO is an acronym for the rules of the game. Each turn, players can take 1 and only 1 action. Read your opponent right to know when to choose which action. Every action comes with a steep opportunity cost. H- Heal any heroes in the tableau of heroes on the table in front of any player. E- Enhance heroes by drawing stats and ability cards from your personal enhancement deck and attaching them to your hero team directly. (Draft your deck before the game from a common pool, or use the recommended pre-set decks) R- Recruit 2 heroes from a common market on the side of the field of play either from the face-up HERO HQ or the facedown HERO Reserves (or, ignore this, and just build up one buff boss-like hero). O- Overcome opposing hero engines after having built up an engine, and seek out the ever-elusive One turn Win. Iron sharpens iron in this strategic yet tactical hand management team builder. Training time is here. Easy to learn, a journey to Master. -description from designer

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Editions

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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2–4
Best with
2–3
Play time
45–60 min
Age
14+
Complexity
2.5/5
Credits and catalog connections

Credits

Designers

1
G. Wesley Cone

Artists

1
Culpeo Fox

Publishers

1
(Self-Published)

Linked items

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