# Hero Realms: The Ruin of Thandar Campaign Deck ## General Info - **Year Published**: 2017 - **BGG Rating**: 7.5 - **BGG Rank**: — - **Players**: 1-5 (Best with: 1) - **Duration**: 90 min - **Weight**: 2.43 / 5 - **Designers**: Ben Cichoski, Daniel Mandel, Darwin Kastle, Robert Dougherty - **Artists**: Adam Lachmanski, Antonis Papantoniou, Randy Delven, Vito Gesualdi - **Publishers**: Wise Wizard Games, ADC Blackfire Entertainment GmbH, Devir, IELLO, IUVI Games - **Categories**: Card Game, Expansion for Base-game, Fantasy, Fighting - **Mechanics**: Cooperative Game, Deck, Bag, and Pool Building, Solo / Solitaire Game ## Verdict Perfect for those who want to turn Hero Realms' fast combat into an epic cooperative journey.Very satisfying character progressionTurns the game into a co-op experienceChallenges with increasing difficultyGreat for solo playersHigh language dependency (English)Requires base game to playRECOMMENDED ## Description Ever had that feeling of building your hero from scratch and watching them become absolutely overpowered? That's exactly what 'The Ruin of Thandar' brings to the Hero Realms universe. If you already enjoy deck-building dynamics but miss having a larger purpose than just beating your friend for the turn, this campaign expansion is the way to go. Here, competition takes a backseat and cooperation takes the wheel: you and your fellow adventurers must team up to face epic challenges in sequential missions. The heart of the experience lies in the progression. Throughout three distinct missions, which become progressively more difficult, you don't just fight—you earn experience points. That's where the real fun begins: between missions, you spend those points to customize your character, acquiring new skills and powerful gear that completely change how you play. With 150 cards, this expansion transforms the base game into a narrative journey of survival and evolution. Whether you're playing solo to test your limits or assembling a squad of up to 5 friends, the focus is on joint strategy. You'll need synergy to survive the threats of Thandar. Keep in mind that, as a campaign deck with many instructions and text, there is a high language dependency, so if you aren't fluent in English, you'll need someone to help with translation or a guide. Prepare your deck, choose your gear, and try not to get annihilated in the process! ## How to Play Objective of the Game In Hero Realms: The Ruin of Thandar Campaign Deck, one to five players cooperate to battle against the forces of evil (the Master). Each player chooses a Character Pack (Cleric, Fighter, Ranger, Thief, or Wizard) and plays as that character across three encounters. The goal is to defeat the Master by reducing its health to 0, as specified in the Adventure Book for each encounter. If all players are defeated (health reduced to 0), the Master wins. Preparation (Setup) Choose Characters: Each player selects a Character Pack and sits around the table. The Master occupies a "seat" between two players (or next to the solo player). Nearby players are those directly to your left or right. Modify Decks: Replace standard ability/skill cards from Character Packs with the Campaign versions (marked "Campaign" under the title). Place these in your inventory (in front of you). Master Setup: Shuffle the Master’s deck (cards with the demon’s head icon). Remove Setting cards ("S") based on player count: 4 players: Remove 3. 3 players: Remove 6. 2 players: Remove 9. 1 player: Remove 12. Shuffle remaining Setting cards with the encounter cards ("1", "2", or "3"), split into five piles, and shuffle one Mastery card ("M") into each. Stack piles without shuffling further. Market Setup: Prepare the Market Deck and Fire Gems as in the base game. Starting Hands: Each player draws five cards. Track health using scorecards or pencil/paper. Flow of the Game Each player’s turn has two steps: Master Step: The Master flips cards from its deck (number shown on its oversized card). Match the symbol to the Master’s abilities (white symbols trigger favored abilities). Resolve flipped cards: Hazard: Place in the active player’s area. Action: Follow instructions, then discard. Mastery: Attach to the Master. If enough Mastery cards are attached (per diamond icons), flip the Master to its Level 2 side. Minion: Place in the active player’s area or Master’s area (if Elite). Minions in the active player’s area attack that player. Minions in the Master’s area attack all players. The Master uses its combat to attack the active player’s guards, champions, then the player. Prepare all minions (ready them for future turns). Player Step: Play cards, generate gold (to acquire cards) or combat (to attack). Attack minions in your area first. If none remain, attack the Master or nearby players’ minions. Health gain can be given to yourself or nearby players (if no minions block you). Actions and How to Play Key Concepts Areas: Each player and the Master has an area. Minions in your area block you from targeting others. Nearby Players: Only players directly adjacent can assist (e.g., share health or attack minions). Guard Minions: Protect non-guard minions and the Master. Must be stunned first. Support Keyword: Play during a nearby player’s turn. Focus Keyword: Bypasses area restrictions (but not guard protections). Clearing Hazards Hazards persist until cleared (e.g., Broken Tables and Chairs requires expending a champion). Follow card instructions to discard them. End of Game and Scoring The game ends when: Victory: The Master’s health reaches 0 (per the Adventure Book). Defeat: All players’ health reaches 0. After winning, players may earn Treasure Cards (added to personal decks) or Character Points (to upgrade skills/abilities). Tips for Winning Prioritize Guards: Stun guard minions first to unlock attacks on the Master or other minions. Coordinate Health Sharing: Use health gain to support nearby players when unblocked. Master Discard Rule: When the Master discards, peek at the top card of its deck and choose to discard it—this can prevent dangerous cards like Elite minions. For details on adjusting difficulty or alternate game modes, consult the manual. ## FAQ ### Do I need the base game to play? Yes! This is a campaign deck, so you need the Hero Realms base game for the core rules and essential cards. ### Can I play it solo? Absolutely! The game includes specific rules for solo play, making it a great option for those who enjoy individual challenges. ### Is the game difficult? The weight is moderate (2.43). If you know the base game, it's easy. The real challenge lies in the mission difficulty, which increases at each stage. ### How long does a session take? Each mission takes about 90 minutes on average, but remember the campaign consists of three different missions. ### Do I need to know English to play? Yes, there is high language dependency. 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