tl;dr This is the best Kickstarter campaign I’ve backed to date. It’s a solid game, and almost all the things I don’t like about it are being addressed in the upcoming expansion.
Abstract
Contents
Arena: The Contest (Arena) is a game system that showcases tactical combat, published by Dragori Games (Dragori). Because the foundation of this game system is so solid, Arena does equally well as a light weight miniatures-based skirmish game and a light weight miniatures-based dungeon crawler that is easy to learn but hard to master. There are enough tactical challenges for damage output optimization and risk management to make this a medium weight game, but Arena is not a heavy resource management euro with a beautiful fantasy theme. It is a game designed to make it to the table, and not sit on the shelf unplayed.
Introduction
Arena is the first first edition game I ever Kickstarted. So it’s only appropriate that my first board game review is for this game 🙂
My goal is to write a review that would have saved me time in deciding whether or not to get this game. I try my best to state the facts and provide the majority of my opinions in the Appendix. This is my first miniatures game, so I probably won’t be of help to serious miniature painters. I usually prefer medium-heavy games (e.g. Mage Knight and Spirit Island) that are low on luck.
Methods
My methodology for researching a Kickstarter game consists of reading all BGG forum threads, watching all available videos, monitoring Kickstarter updates, and reading any available designer diaries or content from the publisher. The data, up to date as of 1/31/2020, is summarized below.
Player vs Player (PvP)
The best video for seeing how PvP plays is Quackalope’s playthrough.
The Dice Tower How to Play gives a good overview of player actions.
Other PvP session videos do exist, but use prototype components from the first Kickstarter:
Of the 250+ non-crowdfunding or non-gameplay related forum threads on BGG, probably less than 50 are focused on PvP. Why this is, I do not know. There are definitely PvP players that have suggestions for improving the game, and at least one person has stated they mostly play PvP, so it’s definitely being played.
Possible explanations: maybe PvP is more straightforward, maybe PvP is so polished and the rules are so clear that few questions come up. Maybe PvP players feel less obligated to post how awesome (or not) sessions went, or are less active on BGG in general (because they’re busy playing the game).
Setup
Setup for PvP really is less than a minute, assuming that drafting heroes begins the game. You take out the board and start playing. The majority of the setup time is spent hunting down the cards and tokens for your heroes, but that should still take less than 2 minutes.
Gameplay
More than one person has mentioned concerns over the game being “too simple” with only deciding between two primary attacks and two one-time-use special attacks, but this is a façade of the easy to learn, hard to master intent of the game designers. Every attack has some combination of situational buffs or debuffs that are somehow all wonderfully balanced.
- Should you make a weaker attack that heals you for a little and makes you take less damage? Or hit harder and increase your chance of dodging the next hit?
- Can your hero survive until their next turn or do you have to do something suboptimal to keep them alive?
- Should you risk the reaction attack but gain better positioning?
- Is it worth spending your entire turn moving?
- Where should you place your heroes to start, and what order should they take?
- Can you survive without a healer?
The game is simple so you can spend the majority of playing time thinking about these type of gameplay decisions, and not rules. Sure, the decisions might still be lighter than a serious wargame, but the benefit of a simplified rule set and decision tree also means that someone more prone to analysis paralysis can make a decision quicker.
Also, you’d think that with 20+ playable characters (with expansions) that someone would have complained about some combo being overpowered or broken, but even after 250+ threads I have not found any major complaints.
Bookkeeping
Tracking HP, effects, and conditions are the only real bookkeeping you need to do.
The original Kickstarter advertised using the attack cards to track statuses and conditions. They work exactly as advertised, and the game is less fiddly as a result.
Replayability
There’s a fully tested Capture the Orb and two one vs all PvP scenarios, and I’m really looking forward to dragon vs. dragon and other variants in the upcoming expansion. The core box comes with all the components needed to make custom maps; people just need to start experimenting and sharing.
While I personally think that characters within a class are differentiated, at least one other person has the opposite opinion that characters within a class play similarly. But that’s still 35 different hero combinations to choose from (choosing 4 classes from 7), and that’s not including artifacts and scrolls. In the core box, there are 6 classes, or 15 unique class combinations, with two heroes in each class. And you can always try changing the number of heroes on a team (the game has been tested with 3v3 or 4v4, but nothing is stopping you from playing 2v2 or any other hero count that will likely change strategy and game length).
Player vs Environment (PvE)
The rest of 200+ forum threads and videos on BGG focus on the cooperative or solo mode. Almost all the errata and questions for the game are for this mode of play. This is by no means saying that the campaign is tacked on; simply that in the first printing, it’s less polished than PvP. The people that made this game are perfectionists. Less polished for them is more polished than a lot of other games out there. But there is no denying that there is an extremely inconvenient errata on the first puzzle of the Epic Campaign.
There are lots of videos for PvE out there, but One Stop Co-op Shop actually tries to capture the rich lore behind the Epic Campaign.
The majority of videos do focus on the same tutorial mission (probably to avoid spoilers), but UndeadViking runs through one turn of a boss fight in his review starting around 23:30.
Setup
Setup is longer than PvE, and will be slightly faster with the Heroes and Dungeons expansion because the plastic walls are easier to grab than the cardboard ones, and organized as well. From box to table, full setup of the first mission to match the picture in the quest guide takes me 5.5 minutes (without using the pre-printed board). Getting my heroes takes another minute, and prepping villains takes another minute. So still sub-8 minutes from box to first turn. With the components already out, a new scenario usually takes another 3.5 minutes to set up, with another minute to reset villains.
Keep in mind these times were measured with one person setting up. If more than one person is familiar with the game, setup would be even faster (someone can take care of the walls while another takes care of other terrain and obstacles).
Teardown takes 15-20 minutes by myself as I get distracted figuring out ways to decrease setup time for the next play. Again, this will go faster with multiple people helping.
Gameplay
Major decisions in PvE are similar to PvP, with the added challenge of completing objectives besides killing everything in sight. Villain spawning after certain events is left up to the player because the scenarios are hard enough to complete everything fully. Villains usually spawn adjacent to heroes and act the same turn they are spawned, so there’s a lot of tactics preparing for that. Most scenarios have a timer in the form of HP draining so if you sit around and dawdle too long, you’ll die.
Bosses will force you to change up strategies because they have something called Overlord Perks that make them unlikely to miss and immune to effects that nullify damage (if you throw up a shield, their attacks pierce through it). And some scenario-specific thematic touches are unique puzzles that change the decision space as well. (e.g. Bosses that drop spikes, walls that crush you, endless spawning enemies, etc.)
Bookkeeping
Bookkeeping in PvE is the same as PvP, as there’s usually around 3 to 4 villains on the board, but the Evil Powers that drive them increase the amount of conditions to track than in PvP. After multiple requests from players, Dragori posted a printable token sheet for those that prefer it. Maybe it’s the way I layout the game, but I have yet to figure out a way to remember all the Evil Power effects consistently.
Outside the scenarios, it’s not hard to create a save state of your characters with their upgrades in the middle of the campaign without using the published Quest Log. Artifacts are reassigned at the beginning of each quest, so their placement doesn’t matter. When I played the campaign I designated a specific card storage slot for keeping all the characters, items, and upgrades together.
Replayability
The same class combination numbers from PvP apply in PvE as well. The core box contains 15 individual quests. Every campaign starts with the same two quests, with 4 different final bosses. A campaign consists of 6 quests, so you’d generally be able to play through the campaign around 2-3 times picking mostly different quests and play the other scenarios separately. That’s assuming you beat each scenario on your first try 🙂
A definite mark against replaybility is that puzzles can only be solved once, but that’s true of any puzzle game or book.
A potential mark against replayability is that a majority of the scenarios have the template of an HP draining timer and required side quests before the quest can be complete, with variations that are thematic of the quest or lore. Some argue that this makes a scenario completely different; others argue that this makes the experience same-y, even with different class combinations. Both viewpoints are represented on the forums.
Most boss fights are against a giant dragon with minions or objects to distract you. But that’s what happens in a video game, and we don’t complain about replayability on those nearly as much.
And similar to breathing life into old video games, you can always choose to speedrun the campaign or individual quests as a challenge to get even more out of the game.
Luck
Arena PvP is a low luck game. 1d20 is rolled to determine whether or not an attack hits; everything else is player choice. The probability for success is open information and can be manipulated. Luck in PvE is higher than PvP but still relatively low: dragon attacks and some events are random, as well as specific buffs and debuffs for Evil Powers and Boss Spells (but you know they are coming, and you know they will be to your disadvantage).
Multiple people have mentioned that it is really nice to still deal residual damage when an attack misses. This is consistently echoed by the friends I introduce Arena to. However, some might still not like the amount of luck (it really hurts when you miss a special attack) and there’s an official variant that adds tactical depth.
Table Space
I play Arena comfortably on a 2.5 ft x 3.5 ft (76.2 cm x 106.7cm) space for both PvP and PvE. A bigger playing area would be nice but not necessary.
Player Count
Part of the reason I invested in Arena is its ability to play at a wide range of player counts. And for those that absolutely have to play cooperative with more than 4 players, that’s been thought of by the designer as well. I actually played a 5 player fight against the Elder Dragon, and it was a very close game.
Game Length
As of 1/31/2020, 246 plays were logged, and of the 96 plays with a non-zero game length, the average time each game took is ~148 minutes. One game had a length of 2 minutes with comments that it was for the Blood Castle quest and was not counted for the average.
The shortest game lasted 33 minutes (PvP). The longest game was 480 minutes for 3 players (likely PvE). 83% of games took between 1 hour and 3 hours. My games usually last 2.5 to 3.5 hours, for both PvE and 4v4 PvP.
Component Quality
Insert
Out of my library of ~30 games, this is the ONLY game that actually fits protected components using the included insert with zero modifications and with zero lid lift. Just because it’s GameTrayz doesn’t mean it fits sleeved cards. And this includes sleeved hero pads and using 24mm coin capsules for the tokens (not just for protection, but to make them easier to pick up ).
I could complain about the insert not accounting for all the Kickstarter exclusives, but it’s not really worth it at this point because who wouldn’t want more expansions? It’s way too early to be complaining about fitting everything in a box if it doesn’t significantly speed up set up time.
If you don’t encase your tokens in coin capsules, they actually fit with their hero miniatures so that will decrease set up time. The only improvement that I can think of is including a deckbuilder-style card holder with dividers for classes to more easily grab the corresponding attack cards.
Miniatures
This is my first miniatures game so I’m really not qualified to talk about quality. But they are definitely better than Mage Knight! TheKingOfAverage has a really nice video comparing the minis to minis from other games.
He also makes a great point: the dynamic sculpts for Arena really sets it apart. I confirmed it by driving to my friend’s place and checking out the minis for Kingdom Death: Monster (Kingdom Death), Arcadia Quest, Gloomhaven, Zombicide, Blood Rage, and Descent. Yup, definitely the coolest poses for player characters.

Miniature detail loss is covered in one thread, and Dragori has contracted with a better manufacturer for all future printings (and providing updated minis to all first edition owners if they back the upcoming expansion).
Tokens
For people that are OCD, the character tokens aren’t consistently centered with the punch out. I got one so bad that I had to ask for a replacement (which was shipped quite promptly!) It’s not the biggest deal, but from a fellow perfectionist to another, I hope this gets fixed with the next print run. Cardboard is nice and thick though.
Another issue with the character tokens is the similarity in color between orange and yellow, as well as between certain boss and hero combinations. You really have to pay attention, and it might make sense for one person to track HP to minimize mistakes.
Rulebook
Multiple people have commented that this is probably the best rulebook they’ve come across, or that it’s really clean. While that might be true for PvP, the PvE rules are scattered between multiple books, which has frustrated more than one person as well. If you don’t read the rulebook, you will miss the extra rewards you are supposed to get after each quest if you’re playing through the campaign.
The rulebook really shines with clarifying diagrams for vision, reaction attacks, and other complex scenarios. If questions arise in a game, it is quite easy to find the appropriate section and the answer is usually right there, even without a proper index. After feedback from the community, Dragori published an index that will be included in all future printings.
Few people will read the digital publication of the Tournament Rules, but the optional cover rule is a hidden gem that adds even more tactical depth and decision making.
One person has mentioned that the QR codes in the campaign tome aren’t set properly, and I learned how to use my phone just to confirm that. It’s faster to bookmark http://arenathecontest.com/campaign/ to check puzzle answers without spoiling the puzzle if you get it wrong.
Cognitive Dissonance
There are some aspects of Arena that are handled differently than other games, that don’t necessarily detract from the experience, but you might have to fight your instincts to grasp.
- Healing/reviving can actually miss in this game! The designer talks about the reasoning here.
- Defense works more like evasion in other games. It represents the likelihood someone is going to land an attack or heal on you, not how strong your armor is– it does not play a role in damage calculation. The best defense is to never get hit!
- This is pure opinion, but my expectations would have been set more appropriately if the Epic Campaign was called the Epic Prelude. The campaign is a series of 6 scenarios with some epic lore linking them. Tanares Adventures is the real Epic Campaign 🙂
Concluding Thoughts
Research shows that almost without exception, it is generally better to wait for the second edition/printing of a game, from both a price and quality perspective. So why did I back Arena: The Contest, a large miniatures game from a first time publisher?
I was looking for a replayable miniature-based campaign that had both great art and great gameplay, and Dragori was able to convince me to not wait 3 years before being able to play this game. What really pushed me over the fence is their attention to detail and communication skills.
I thought it was genius to track everyone’s HP around the board, and to track effects by giving attack cards to other players. Rolling 1d20 is really efficient and makes sense (I hate rolling dice). The game board comes double sided, with PvP ready-to-play.
A company that keeps their promises is a rare find. I got really lucky picking Dragori to be my first-time Kickstarter company to back.
Dragori promised to not disappear after the campaign funded, and they didn’t. The length and quality of their post-Kickstarter updates shows that they actually took the time to plan them all out in advance, because it is really hard to consistently generate that much content. I looked forward to my Kickstarter update every week.
There are a lot of publishers that promise inserts that help with game play or fit sleeved cards, but Dragori actually delivers. Set up time is a really important factor in whether or not a game makes it to the table. And that is why there is no room for Kingdom Death or Gloomhaven in my collection, but I will make room for Arena and all its expansions to come.
Qualifications
I have logged over 43 hours of play and finished the Epic Campaign once. Most of my plays are solo, but I have played cooperative boss fights and PvP with other humans.
Competing Interests
I was a day 30 backer of the original Kickstarter campaign and plan to be a day 1 backer of Tanares Adventures.
Funding
No funding was provided for this review, and the game was purchased with personal funds.
Acknowledgements
No review would be complete without mentioning how much care Dragori and the designers of Arena have put into supporting this game. Alexandre (Alex) especially provides consistent sub-24 hour support for gameplay questions or concerns between at least four mediums (email, Kickstarter, Facebook, BGG). Publishers aren’t obligated to support their products; we just take it for granted that most do. But Dragori does an amazing job, and this isn’t an opinion. Just read the forums and comments.
Anyone that owns the first edition of the game will get free replacements for the updated minis if you back Tanares Adventures. Even if you get the game secondhand, all you need to do is email Dragori and Alex will make sure you’re taken care of. They didn’t need to do this– it would have been reasonable to charge for the replacement minis at cost. But they are providing it for free because they care. This is evident from their letter to backers (see Appendix) and the company motto. Arena is a game for tables, not for shelves. This is a game made by gamers that addresses many of the reasons why a game sits on a shelf unplayed.
I also must acknowledge how diverse and respectful the Arena community is. This is truly an international community, and it’s an active one that cares about the game. Shout out to the French community for creating an Android app for the campaign cards! As an ignorant American, I am seriously impressed at how many different flag microbadges I see on the forums.
Appendix
Personal Opinions
“…It is a light miniatures game that has a beer and pretzels feel to it, making it very accessible to new players. There are lots of meaningful decisions to be made throughout and the best player will win.”
Jamie Pollack
The core of Arena, and the core of the core box, is the combat system. It is extremely balanced, and I can’t really find any faults with it other than the fact that I only have one or two friends that would find it fun to kill each other in a deathmatch when we get together for board games.
UndeadViking summarizes it best in his recent review: I wish I had time to create armies and go to tournaments, but I don’t. Arena is a great way for people to experience a skirmish game or a dungeons and dragons adventure without a play group or dungeon master.
I got this game for the campaign, and I wasn’t disappointed. I’m really looking forward to the AI that will allow PvP to be played solo. As is, Arena already is the closest thing to having a video game in a box.
Art
I stumbled across Escher Girls a long time ago and it forever changed the way I evaluate art. I seriously appreciate that with the exception of lore-based clothing choices, all the women depicted in this game have a normal spine. No one is being forced to twist in an unfortunate manner for viewers to see both her chest and her backside.
In fact, Rokaru the samurai is the only character with a weird spine, and Catharina the witch has a weird atlanto-occipital joint. But Rokaru has a spirit of a dragon, Catharina might just steal your soul, so there’s potentially lore justifications there.
Puzzles
Puzzles are as subjective as art. I personally enjoyed them all, as I completely was not expecting them to be that deeply engrained into the campaign, and they were at a perfect difficulty for my ability. With that being said, having to solve a riddle in the middle of the fight against the Elder Dragon was not my most favorite moment. Multiple people have pointed out some puzzles are better at lower player counts (1-2) from the sheer amount of reading that has to happen.
Writing
I came across multiple opinions that the writing is subpar, but I personally loved the storytelling style in the art book and all the pop culture references.
Decide for yourself and read the intro to the campaign.
Boss Fights
The boss fights in this game were not as epic as I thought they’d be, but this isn’t a fault of the game. I just didn’t realize how much I took for granted what video games do automatically. While there are no bosses with multiple forms that take forever to kill (e.g. Sephiroth), you are rolling dice for quite some time when a boss has over 300 HP, heals every other turn and your team is out of special attacks and you have to balance not dying and hitting for an average of ~12 points per hero.
House Rules
- When I introduce new players to the game, I usually give them access to all Heroic Actions, but state that they can only play two in a game. Even after all my plays I still struggle to figure out which ones I should take as I’m constantly trying new hero configurations.
- I’m not the biggest fan of the errata on Overlord Perks as it’s another extra little thing to remember. If I’m playing casually, sometimes I just assume the bosses are blessed (it technically makes them harder, but mentally easier to process).
- It really hurts when certain special attacks miss. Allowing the blessed condition (roll the die twice and take the best result) for special attacks softens the blow.
Comparisons to other games
Gloomhaven
I played ~6 scenarios of Gloomhaven just to better be able to review Arena. Part of the reason I got Arena over Gloomhaven is because Arena seemed to fix the major issues in Gloomhaven that most people complain about. Setup time is definitely shorter, and monsters are definitely easier to manage, but they are fundamentally two completely different games in my book. Gloomhaven is closer to Mage Knight for hand management in terms of gameplay, but less intense of a brain burner.
I did appreciate Gloomhaven’s complete unambiguity for where monsters spawn, and leveling up was definitely more rewarding. I have no interest in replaying Gloomhaven scenarios even with different characters, though I’d consider replaying a campaign picking different choices with different characters. It’ll be a while before I get bored from optimizing my approach in Arena.
Kingdom Death
I only played a couple of lantern years, but I can see the appeal of the game. I personally don’t care for the grinding aspect of it, but the item crafting and upgrade tree available scratches an itch that I haven’t really found in a board game. (Machina Arcana comes really close for the item crafting).
The scenarios in Kingdom Death are similar to boss fights in Arena, though much more luck based. Kingdom Death does have a cool mechanic where attacking from behind makes a difference so you’re constantly moving to help minimize the monotony of dealing very little damage on something that’s about to kill you.
Kingdom Death also has meaningful decisions that I wish were more abundant in Gloomhaven and Arena. The best example I can think of is after the first time someone dies, you have to decide to eat them or make a grave for them, both with unique benefits. A lot of the “choices” in Gloomhaven and Arena often lead to inconsequential debuffs before the next scenario. Random debuffs don’t add replayablity to a game for me, they just get old real fast.
Gloom of Kilforth
The game that Arena competes the most with in my collection is actually Gloom of Kilforth. It’s a fantasy adventure that involves rolling dice and defeating a big boss. The level up system in Gloom of Kilforth is also simple, but better implemented than in core Arena (you actually feel the character progression). There’s also an element of exploration, and can be played true solo. But there’s no tactical battle or overarching campaign. It’s great for when I’m in a specific mood, and I have a feeling I’ll be repurposing hero minis for this after I get the updated ones.
Kickstarter Exclusives
I personally prefer a publisher to not have any gameplay content be Kickstarter exclusive, but it’s probably worse to see something that’s Kickstarter exclusive suddenly not. I trust Dragori to figure this out appropriately, as they seem to have put all the relevant disclaimers in the new campaign. But for folks that won’t ever be able to get Harun, Vanarus, Ascaran, etc. I hope they at least make their cards and hero pads available as a print and play or something. And publish the quests for the Elder Dragon and the Hydra, even if the minis aren’t available.
Areas for Improvement
- The level up system is extremely rudimentary. Mathematically it works great, but you don’t really get a sense of progression when you level up as you’re paying for everything. Dragori knows it and is working on it. Other games like Mage Knight and Spirit Island give you more of a sense of growth as you play the game.
- I have yet to figure out a configuration that neatly displays all your upgrades to see the updated numbers on your hero at a glance. (Gloom of Kilforth does this well with all the stats being on the top left corner so you can stack cards and see all of your buffs at a glance)
- The item system is also quite rudimentary. Again, it’s mathematically very balanced (you can only have artifacts with a total level of 6), and that’s necessary for using those same items in PvP, but it means you will never get to experience having legendary weapons and armor on all your heroes going into the final boss in a PvE campaign.
- While I don’t need an entire item crafting system like in Kingdom Death, I do miss the simple character-specific weapons and armor of old JRPGs.
- More easily distinguishable tokens for HP tracking/setup. Dragori is already on it!
- You constantly need to refer to the Quest Book when playing new scenarios. Some things are fine, like events triggering after some action takes place. But I found myself not being able to remember all the villains’ stats and primary attack effects, and they are only printed in the book.
- Having the separate monster cards in Gloomhaven actually made gameplay easier, though it increases set up time slightly. I do appreciate not having separate monster AI decks to handle; I did not miss that at all. This is being addressed in the upcoming expansion as well 🙂
- Epic Campaign modifiers are a pain for me to remember, but it looks like I’m the only person with this opinion thus far.
- There’s not really a difference between ruins and swamp in terms of terrain other than thematic reasons. Or maybe I haven’t yet played a quest that showcases what can be done with one that makes it different than the other. Seems like a missed opportunity.
- While it’s nice that every quest fits on two pages, and only a handful of cards for each quest, there could probably some better layout options to more efficiently reveal information with minimal spoilers.
- An example is the aftermath for Azymor, where there is no way scanning QR codes would be faster than reading the upside down text under the code.
- Slightly bigger font would be nice as well; my eyes will not get better as they age.
- Repetitive art on scrolls, Evil Powers, Boss Spells. This was likely for budget reasons, but it seems like there was an effort to categorize them. The Boss Spells especially had some cognitive dissonance when the attack name was not in the theme of the boss, but Dragori confirmed that the artwork will make a difference in the expansion.
- I still haven’t figured out what the snow-based game board is for. (The add-on for extra game boards include a preprinted tutorial mission, Capture the Orb, a blank field map, and a snow map)
- It would be nice to have an online card and quest map database to be able to plan strategy on a lunch break.
- Dragori showed that they are capable of making an errata-free first edition game (there are no errata for PvP thus far). I’m hoping for an errata-free PvE for Tanares Adventures.
Threads Worth Reading
- Solo Review
- Session Report
- Friends on the road to Tanares
- Campaign Mode Comparison
- What Keeps It Fresh?
- New Campaign Thoughts
- Thoughts on Additional Counters
- So We Finished the Campaign…
- Feedback/Improvements
- Dear Friend
- Team Build and Synergies
- Cooperative/Solo mode in details
- Campaign Choices Designer’s Diary
- Hero Spotlight: Jade, the Bard
- Artifacts
- Scrolls
Letter to Backers
Dear friend,
We’d like to thank you from the bottom of our hearts for believing in our dream. Although this looks like a big project that used Kickstarter’s platform to presale its product, we guarantee that, without your contribution, Dragori Games and Arena: the Contest would not exist.
Arena was a true learning adventure. From the tip of Jorana’s spear on the edge of the cover to the barcode at the bottom of the Core Box, from accounting to website programming, every inch of what you see and many things you will never see) required Immense study and the overcoming of foreseen problems.
It was exhausting, but we’d do it all over again. Every suggestion, word of incentive, and compliment, added strength to carry the project on. We are satisfied to have done our best, and confident that the next project will be even better, now that our team is getting bigger and we have a better understanding of what it takes to develop a board game.
Make no mistake: the company’s motto will always remain “games for tables, not shelves.” It means that underneath the cool miniatures and artwork, you will find a carefully designed, highly polished Gameplay that will reduce your money spent-per-hour-played ratio to mere cents.
If you were a part of this journey, you know how much this letter is written with a profound sentiment of sincere gratitude: if you were not know that we’ll always have place in our hearts for new friends. The Arena community is incredible and growing, and you are welcome to join it.
We hope to meet you at some event (tournaments, GenCon, etc.), to give you a warming thank you in person. Meanwhile, whenever you have any questions, or even if you just want to debate strategies or chit chat, reach out to us in our social medias. We will be happy to talk to you.
Sincerely,
Alexandre Aboud, Clayton Machado, Danilo de Alcantara.
I probably could have finished the Epic Campaign a second time in the time that it took me to write this review. But that’s what friends do.
Update 2/14/2020: Added PvP video, rulebook index, campaign card app, and links to helpful discussions generated from the Kickstarter
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