—
rating
Ludopedia
7.6
rating
BGG
Our Verdict
If you love solo card adventures that grow with every run, Going Knowhere is your next obsession.
Highlights
- Progressive challenge
- Engaging roguelite
- Classic cards
- Permanent upgrades
Keep in mind
- Short playtime
- Repetition required
HIGHLY RECOMMENDED
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Picture yourself standing at the threshold of Knowhere, a place where forgotten and forbidden knowledge is locked away. You, a Knowbody, are a stranger to this realm, arriving in search of answers that could save your world. To gain entry, you carry just five 'Knowstones', tiny shards of knowledge, and must navigate the twelve trials of the 'Knowbles', wise beings guarding the entrance. Each attempt may fail, but every failure teaches you something new, making you stronger. The game is a solo fantasy roguelite played with a standard deck of cards and a single campaign booklet. Passing the tests, collecting the stones, and unlocking permanent upgrades across multiple runs are the keys to finally accessing Knowhere and uncovering the truth that could change everything. Each run is unique: the cards you keep, discard, or play shape the path you take. Hand‑management forces you to weigh every choice, while permanent upgrades give a sense of progression that rewards effort. The pace is fast, but the challenge ramps up with each new attempt, encouraging experimentation and adaptation. If you enjoy fantasy stories, card‑based strategy, and a progression that compounds over multiple games, Going Knowhere offers an engaging and rewarding experience. Even if you fail at first, the learning that comes with each attempt makes every new run more exciting. Prepare to face the Knowbles, collect the stones, and finally unveil the secrets of Knowhere. Over the course of the runs, the upgrades you unlock change how cards interact, allowing new combos and tactics. You might, for example, use a card combo to clear all obstacles at once or pick cards that boost your Knowstone reserve to speed up entry. Every decision carries risk and reward, and the feeling of discovering a working combo after many tries is incredibly satisfying. Plus, the fantasy theme brings illustrations that evoke mystical worlds, making you feel part of an epic adventure even without other players around.
GALLERY
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In English
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Mechanics
Categories
Families
Publisher
(Web published)
Designer
Gregg Jewell
Artist
Tom Fummo
How many players can play?
Only one player. It's a solo game.
What is the average game time?
Between 20 and 40 minutes, depending on how many runs you attempt.
Is the game difficult?
Yes, it's challenging, but each failure teaches something new. Difficulty ramps up as you progress.
What components do I need?
A standard 52-card deck and a campaign booklet that comes with the game.
Do I need to buy anything extra?
No, everything you need is included. It's a Print & Play format, so you can print the rules yourself.
Who is this recommended for?
Fans of roguelites, hand management, and solo fantasy adventures.