Foe Hunters: The Good Fight

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A while back I saw a Kickstarter Launch for a co-operative deck builder that involved character types and involved fighting a unified threat.  I immediately went to the DC deckbuilding game which I loathe and Legendary which, while enjoyable, is at the end of the day a deck builder with little depth.  I looked at the campaign and grew curious as to how the game actually played.  I reached out to Larry, the man behind the scenes, and expressed my interest in reviewing the game mostly out of a morbid curiosity of whether the game was actually good or not.  My money, to be honest, was on the latter.

I kid you not when I tell you that I am writing this with a mouth full of humble pie.  Not only was the prototype copy that I was sent one of the best organized and beautifully crafted PnP+ style of game we have ever seen.  But Larry was available at all times to answer any questions I had during this review.  The game is easy enough to start.  Pick a character class, take the starting deck for that character, shuffle the trade deck, and shuffle the foe deck.  Draw the appropriate cards for all, Go.  The mechanics in the game were what blew my mind.  Unlike most deck builders where you progressively get stronger and stronger with your chosen alignment Foe Hunters lets you change alignment if you want/need to.  I have never seen a game so forgiving in its nature of trade row dealing that was still ultimately brutal when it came to the boss.  No character is left behind and getting cards you need isn’t necessarily difficult, but a challenge is still in the framework.  You build up to defeat the current enemy with a blind eye to what might come.  Sometimes choosing to trash the one card that will save you next turn.

In any other game I would feel like this was a mortal wound to the overall mechanics of the game, however, in Foe Hunters this is a minor setback that (Might cost you the game but,) can usually be countered by another player.  The number of Foe scenarios that you can go up against are intense enough for the replay-ability badge of approval in the base game alone.  Throw in the stretch goals and you have a deck builder that rivals the replay-ability of Dominion w/ most of its expansions.  Foe hunters gets a gold star for being a solid deck builder with everything you want in a cooperative game. Larry Lembcke is easily top seat for the SMIF award for most heart and soul put into a game.  The love and attention that this has received from its creator is unlike anything I have seen from any other Kickstarter.  For that alone it is worth it to look at what he has done.  The only thing I caution you, dear reader, about is that the artwork is not final and in some cases is not completed at all.  This raises a nemoy-ian eyebrow because the artwork in the end is what is going to make this game a smash or sleeper hit (think ascension).  Overall I give it a 9 out of 10.  I will absolutely be putting this in regular rotation for the foreseeable future and I would love to see everyone get behind the little guy on this one.

 

And with that this has been your Humble Moderator,

Tim

 

Back the game or look at the Kickstarter page HERE.

 

Watch our Unboxing of the PnP HERE.

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