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Chroma Arcana: Tyrant Hunt

Chroma Arcana: Tyrant Hunt

Expansion

2025·Mo Shawwa

1 - 6 players
20 - 60 min
Medium weight: Teach it in one sitting

From BoardGameGeek

Tyrant Hunt is the co-operative expansion to the tactical card game, Chroma Arcana. Players take on the roles of fledgeling mages, using their knowledge of the arcane arts to outmanoeuvre and defeat the Tyrants they hunt. Each mage has access to a unique combination of Spells based on their chosen colours of magic, allowing for a diverse range of gameplay options and strategeies. The goal of the game is to reduce the Tyrant's health to zero before they escape! On your turn, you can place Spell cards into your Spellbook. Then, you can discard cards of a matching colour to charge those Spells up. Once a Spell is charged up, it must be cast. Spells can be instant-effect Bursts, Minions that provide a benefit for a handful of turns, powerful Edicts that apply a temporary effect, or trap-like Wards that remain until their trigger condition is met. At the end of setup, you will have selected an Ego (your character identity), a Main Colour (along with a well-practiced Rote) and a Secondary Colour. This should be all you need to battle it out! -description from designer

Chroma Arcana: Tyrant Hunt

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Chroma Arcana Tyrant Hunt - Official How to Play. Complete, Clear, Concise Board Game TutorialHow to play11:03

Chroma Arcana Tyrant Hunt - Official How to Play. Complete, Clear, Concise Board Game Tutorial

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About Chroma Arcana: Tyrant Hunt

From BoardGameGeek:

Tyrant Hunt is the co-operative expansion to the tactical card game, Chroma Arcana. Players take on the roles of fledgeling mages, using their knowledge of the arcane arts to outmanoeuvre and defeat the Tyrants they hunt. Each mage has access to a unique combination of Spells based on their chosen colours of magic, allowing for a diverse range of gameplay options and strategeies. The goal of the game is to reduce the Tyrant's health to zero before they escape! On your turn, you can place Spell cards into your Spellbook. Then, you can discard cards of a matching colour to charge those Spells up. Once a Spell is charged up, it must be cast. Spells can be instant-effect Bursts, Minions that provide a benefit for a handful of turns, powerful Edicts that apply a temporary effect, or trap-like Wards that remain until their trigger condition is met. At the end of setup, you will have selected an Ego (your character identity), a Main Colour (along with a well-practiced Rote) and a Secondary Colour. This should be all you need to battle it out! -description from designer

Designer

Mo Shawwa

Artists

Ver Fadul, Kim Holm, Nadine Jakubowski, Sandra Singh

Publisher

Roc Nest Games

Categories

Card GameFantasy

Mechanics

Cooperative GameDeck ConstructionHand ManagementDrafting
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