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H
2018 · 1-4 players · 60min · weight 2.52 · 2,516 ratings
port: no portdifficulty: Easy
BGGv4 widev4v4 deep5Sources3Rules cardCandidate0.580Deep dive
Bayes
6.34
Users rated
2,516
Owned
4,654
Wishing
982
At a glance — v4 wide
Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v1.
Core loop (micro)
Play action card to ready heroes, roll dice to attack or support, spend exhausted actions to recover abilities.
MDA aesthetic vector (0–3)
Sensation
1
Fantasy
3
Narrative
2
Challenge
2
Fellowship
3
Discovery
2
Expression
2
Submission
1
Mechanic-interaction primitives (4)
- [3]variable_player_powers— “Twelve distinct and powerful heroes split between four archetypes: healer, warrior, mage, and scout.”
- [2]dice_mitigation— “Players must combine their powers, leaning on one another's strengths to survive journeys and defeat enemies.”
- [2]tech_tree_unlock— “Archetypes further diversified into different classes that your heroes can pursue as your power grows.”
- [2]escalating_threat— “Over the course of eight thrilling quests, you will face villainous foes, battle deadly creatures.”
discovery_score: -0.002
Archetype fits — v4 deep
How well this game shape maps to mobile archetype templates. Composite is a weighted sum of the 10 fit dimensions.
| Archetype | Composite | LTF | Session | Combo | Arc | Share | 5in | Onboard |
|---|---|---|---|---|---|---|---|---|
| Coop variable_player_powers (4 archetypes × 3 heroes) + cooperative quest structure with dice combat is a clean coop fit. But info-symmetric (everyone sees everything) so bluff_info_asymmetry — the strongest single coop signal — scores low. Each-hero-acts-in-turn density also limits per-minute decisions. | 5.10 | 7.0 | 7 | 5 | 7 | 3 | 4 | 5 |
| Balatro action_retrieval + tech_tree_unlock give light engine-growth flavor but combo_scaling_depth caps at 4 — class upgrades are additive, no joker-style multipliers. Solo with 2 heroes is supported (per comments) so solo_decision_density is moderate, but 60-min sessions overshoot StS run length. | 4.40 | 5.0 | 5 | 4 | 6 | 3 | 4 | 4 |
| Snap Coop fantasy quest game has no PvP shape and no lane-majority structure; faction-flavored heroes don't substitute for Snap's location-and-reveal loop. Wrong category. | 3.80 | 5.0 | 3 | 4 | 4 | 3 | 4 | 4 |
| Cozy Coop-or-Solo tier (Cooperative Game listed) means no loss-tolerance cap, but escalating_threat + dice-driven combat tone is anti-cozy. Cap-free but scored 4 against tone. | 3.60 | 4.0 | 4 | 3 | 4 | 3 | 4 | 4 |
| Wordle 60-min coop dungeon-crawl is structurally wrong for the 60-90s daily puzzle shape. No compact share output. | 2.80 | 4.0 | 2 | 2 | 3 | 2 | 4 | 3 |
Translation candidate
Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.
bayes_norm×0.300.096
wish_norm×0.180.645
compress_norm×0.170.500
diff_norm×0.201.000
port_headroom×0.151.000
fit_score (total)0.580= 0.580
Difficulty reasoning
Co-op action-retrieval card game with straightforward hero combat suits async mobile well; based on Warhammer Quest card game system.
Closest loop translation
none yet
Sources (3)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.
BGG tags
Mechanisms (6)
Categories (5)
AdventureCard GameExplorationFantasyFighting