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Chroma Arcana Tyrant Hunt
Chroma Arcana Tyrant Hunt is a co-operative expansion for the tactical card game Chroma Arcana. Players take on the roles of fledgeling mages using unique spells to defeat Tyrants. A strategic and diverse gameplay experience by Roc Nest Games.
Publisher: Roc Nest Games
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Chroma Arcana Tyrant Hunt
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Available in an external warehouse.Shipping in about 10/15 days
Price
27,47€
Shipment IT
4,49€
Tyrant Hunt is the co-operative expansion to the tactical card game, Chroma Arcana. Players take on the roles of fledgeling mages, using their knowledge of the arcane arts to outmanoeuvre and defeat the Tyrants they hunt. Each mage has access to a unique combination of Spells based on their chosen colours of magic, allowing for a diverse range of gameplay options and strategies. The goal of the game is to reduce the Tyrant's health to zero before they escape! On your turn, you can place Spell cards into your Spellbook. Then, you can discard cards of a matching colour to charge those Spells up. Once a Spell is charged up, it must be cast. Spells can be instant-effect Bursts, Minions that provide a benefit for a handful of turns, powerful Edicts that apply a temporary effect, or trap-like Wards that remain until their trigger condition is met. At the end of setup, you will have selected an Ego (your character identity), a Main Colour (along with a well-practiced Rote) and a Secondary Colour. This should be all you need to battle it out!
| Mechanics: | |
| Categories: | |
| Alternative names: | |
| BARCODE: | 5070003440719 |
| This was seen 677 times | |
Tyrant Hunt is the co-operative expansion to the tactical card game, Chroma Arcana. Players take on the roles of fledgeling mages, using their knowledge of the arcane arts to outmanoeuvre and defeat the Tyrants they hunt. Each mage has access to a unique combination of Spells based on their chosen colours of magic, allowing for a diverse range of gameplay options and strategies. The goal of the game is to reduce the Tyrant's health to zero before they escape! On your turn, you can place Spell cards into your Spellbook. Then, you can discard cards of a matching colour to charge those Spells up. Once a Spell is charged up, it must be cast. Spells can be instant-effect Bursts, Minions that provide a benefit for a handful of turns, powerful Edicts that apply a temporary effect, or trap-like Wards that remain until their trigger condition is met. At the end of setup, you will have selected an Ego (your character identity), a Main Colour (along with a well-practiced Rote) and a Secondary Colour. This should be all you need to battle it out!
| Mechanics: | |
| Categories: | |
| Alternative names: | |
| BARCODE: | 5070003440719 |
| This was seen 677 times | |
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