ABG All Board Games
Hero's Journey Home box art

Hero's Journey Home

Players

1-3

Time

30-45

Age

13+

Weight

2.4

Rating

7.22

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.8

Highly interactive

Scaling 4.4

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

The game Hero's Journey Home 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. While there is some level of cooperation required, it is not the main focus of the game. Overall, the game has a good level of player interaction.

Replay value

The game offers a high level of variability with different experiences each time it is played. The expansions available add new content and gameplay elements, enhancing replay value. The strategic depth allows for continuous improvement of tactics and strategies. The game scales well with different numbers of players without compromising its appeal or balance. While the game may take some time to learn, it offers a rewarding and engaging experience.

Luck profile

The final luck score for Hero's Journey Home is 6, indicating a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome, and 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 moderate role.

Overview

Hero's Journey Home is a fantasy card and dice game that begins at the end of a great quest. Your adventurers have defeated a terrible enemy and claimed a magical prize, but now they must make the arduous journey back home. Strange and deadly monsters know the adventurers are weak and in possession of a powerful item, and they will pursue them until all have been defeated. The setup is pretty simple: 1. Choose a quest to have completed; pick up the quest item. 2. Choose your adventurers. 3. If you have a spellcaster (and you should have at least one), choose their spells. 4. Split the Journey deck in two, shuffle both halves and stick the Home card in the bottom half. Playing is even simpler: 1. Flip Journey cards and resolve the actions. 2. The game ends when either the Home card is drawn or all adventurers have been killed. The gameplay requires you to manage your resources (adventurers, items, spells, and money) with an eye towards a long-term goal (home) in the face of short-term obstacles (monsters and other unfriendly cards). Every choice you make at every stage of the game will help decide if you make it home.

Editions

Edition Year Language Publisher / Region
No editions imported yet.

Files

No files imported yet.

Commerce

No commerce mappings imported yet.

Credits

Designers

1
Graham Cranfield

Artists

1
Graham Cranfield

Publishers

1
(Self-Published)

Linked items

No linked items imported yet.