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Hero: A Game Of Adventure In The Catacombs box art

Hero: A Game Of Adventure In The Catacombs

Players

2-3

Time

60-120

Age

12+

Weight

2.4

Rating

5.75

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 2.3

Luck-sensitive

Table feel

The game has a moderate level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to others' strategies and turns. While there is some level of cooperation required, it is not a major focus of the game.

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. There is deep strategic depth and room for players to improve their strategy over time. The game adapts well to different player counts without compromising its appeal or balance. It is moderately easy to learn, offering a balance between accessibility and depth. Overall, Hero: A Game of Adventure in the Catacombs has a strong replayability score of 7.95.

Luck profile

The final luck score for Hero: A Game of Adventure in the Catacombs is 4.67, indicating a moderate influence of luck in the game. Random elements such as dice rolls and card draws have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate the effects of randomness through strategic decisions, but luck still plays a significant role. The game is a balanced mix of luck and strategy, with neither element dominating the outcome.

Overview

The publisher's description: Hero is a wild, no holds barred man-to-man (or beast) game on two levels. Players control their own Hero in their portion of the maze as well as monsters in their opponents portion. Each Hero is composed of several categories: Intelligence, Physical Appearance, Class, Strength, Luck, Hits, and Weapons Proficiency. Each of these must be determined by the player from a fixed number of points. To make a Hero super-strong will mean that some other category must suffer (super-strong and a lackwit?). Monsters include such loathesome creatures as trolls, ogres, zombies, goblins, lycanthropes, men, and the horribly alluring succubus. Each has an offensive potential as well as a defensive capability based on the type of creature vs. the Hero's weapon and how mightily he wields it. Your Hero must avoid traps, slaughter monsters, gather gold, and make it to the end of the labyrinth to win the hand of the stunning, voluptuous daughter of the most powerful wizard in the land. If the Hero does not there are always other challenges, unless he has become a Dead Hero. Components: Thin album box 3 panel folder (Yaquinto catalog), Space Gamer Magazine advertising flyer. Thick album box Yaquinto price sheet dated "Feb 1 1982", rules booklet marked "Second Printing, March 1981". Both editions 12 page rules booklet, card with 3 perforated hero set-up sheets, 2 plastic ziplock bags. Summary Counter Manifest: 52 3/8" counters, 130 1/2" counters (9 white, 1 blank, and 3 identical sets of 40 colored red, blue, or green.)

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Editions

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Credits

Designers

1
Michael J. Matheny

Artists

1
John Hagen

Publishers

1
Yaquinto

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