A modest squire becoming a legendary knight. A young orphan proving to be the rightful queen of the kingdom. A nobleman transforming himself into a vigilante following the tragic murder of his parents. Stories change but the themes are everlasting ... and any Hero's journey always begins with the Call of Adventure!
Call to Adventure features a unique “rune rolling” system for solving challenges, a point-based system that encourages storytelling, and over 150 unique cards. Players start each game with an origin card that provides them with their story as well as two “starting” abilities.
Each turn, they can either acquire characteristic cards from the game board or take on a challenge. The challenges each have two possible paths a player can choose from. For example, players who encounter the Thieves Guild can choose to train as a spy or a killer.
Each challenge has a difficulty that must be overcome by throwing achievements on sculpted runes. The more skills a player has to overcome the challenge, the more runes they can throw.
Failed challenges cause players to gain experience points that can be spent to “push” more difficult challenges. But beware, while some negative experiences will help your hero grow, too many tragedies put him on a dark path.
As player heroes' abilities and experience increase, they move on to more difficult challenges and end up facing deadly opponents and gaining more and more Fate Points. The player whose hero has the most Destiny Points wins the game.
Can be played competitively, solo or co-op!
Number of players: 1-4
Duration: 30-60 minutes