| Hera
& Zeus |
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Game Review by Neil Thomson |
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Publisher:
Rio Grande \ Kosmos
Style: Card Game
Players: 2
Time: 20-40 minutes
Ages: 12 to Adult
Difficulty: Pick-up & Play
Price: $46.00 - Buy
Now
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| Game
Overview
In this two player card game the players
take on the roles of Hera and Zeus as they
fight for control of the heavens. Hera has
kidnapped Io, an ally of Zeus and Zeus has
taken Argus as his hostage. The first player
to rescue their ally from the clutches of
the enemy is declared the victor. The game
revolves around each player's deck of 43
cards. Each card is a warrior or mythological
creature that will fight for their God and
each player has 16 different units at their
disposal. The play area for each player
consists of a grid made up of 3 rows x 4
columns. This represents the ranks of each
player's army and they are created by placing
a unit (card) into one of these positions.
The game begins with each player drawing
9 cards and three of these must be placed
in the 3 front rows of their army. It is
from these front positions only that attacks
can be made. Every card in the front row
will earn the player a command point at
the beginning of their turn. So at the start
of the game each player has three command
points. A command point can be used to;
draw a card, play a card to the table (army)
or use a mythological power (some cards
have myth powers). Myth powers are strong
but they burn the card immediately, not
allowing them to reach the table. Some myth
cards have a battle rating and when played
to an army they can fight and therefore
have a longer term impact. When cards are
played to the table, they are played face
down so the enemy is required to attack
to unearth your units or use special cards
such as the Pegasus which allow them to
spy on a unit in the front row or select
a card from the enemy's hand, potentially
discarding it. At some point the players
will draw their hostage, which they are
trying to keep safe. At this point they
must decide if they will keep the hostage
in their hand or play it to the table and
try to keep it safe by playing it in the
rear ranks where it is protecting by the
forward units. Keeping a hostage in one's
hand can be dangerous as a Pegasus could
allow the enemy to draw a card from your
hand and discover it. However once the hostage
is on the battlefield it is vulnerable to
any number of tactics that may rip your
defensive lines apart. The game can also
end without the discovery of the enemy's
hostage. If a player starts their turn with
no cards in play then they are defeated
and if they cannot use all of their command
points on a given turn they are also finished.
This makes players think very carefully
as they get close to drawing the final cards
from their deck. How those final cards are
utilised will be crucial.
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| The
Final Word
The game offers much more depth than may
be apparent as all but 3 of the 16 units
available to each side offer special mythological
powers and several of these have multiple
options when using their powers. The decks
are well balanced to offer offensive and
defensive strategies and like Magic the
Gathering, many of the units act as counters
to one another in certain situations. Hera
and Zeus delivers a very different style
of play to other games in the Rio\Kosmos
2-player series and bluffing can become
a key strategy at times. I am happy to report
that this is a worthy addition to the series.
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