Hitting Kickstarter later this month, Rebels of Ravenport is a card drafting/probability management game where players take control of rebel bands of would-be heroes trying to take back the city of Ravenport from a fiendish Overlord and his minions. Each player will start out with a Guild Leader, 2 Youth, a Tome of Influence, and 3 Reputation. On a player’s choose a monster on the board to fight, roll 3 dice, hit on whatever dice match their Heroes, and earn Victory Points and Reputation if they defeat the monster. Then may then use their reputation of buy one of 5 cards laid out on the board, replacing any they purchase with a new one from the deck. The first person to 30 Victory Points, or the first person to defeat the Overlord, wins. It’s that easy.
The depth of the game comes from the cards you can purchase. Different heroes hit on a different number of a die roll. Some heroes have special passive/active abilities that can boost damage, effect dice rolls, or affect the shop. Artifacts give various bonuses from allowing you to instantly gain Victory Points to rerolling certain numbers whenever you roll them. The more cards a player purchases, the more chance for them to do damage, and massive amounts of it.
Rebels of Ravenport can also scale in difficulty with its inclusion of a Monster Deck. The base game has a fixed set of Monsters printed on the board starting with a Goblin and ending with the Overlord. If you want more of a challenge you can deal Monster Cards to the creatures in between those two for a varying set of baddies to beat down. Once one is defeated you just replace it with a new one. Want an even tougher challenge? Flip those Monster Cards over and now each Monster has a special ability. Ouch!
This video from Secret Weapon Games’ first KS attempt gives a good rundown of the game, as well as the controls for giving the game a shot on Tabletopia.
I have to say my kids and I have had a blast with this game. It almost feels like Fantahzee-lite, which is a-ok in my book. While the initial few rounds may seem a bit slow, the game certainly picks up once you get a feel for the cards and start purchasing heroes and stacking their powers. Some of my personal favorites are the heroes that get stronger for each hero you have that hits on the same die.
While some people may not like how luck-driven the game is, the luck in the game is directly affected by how well you manage your team. By the end of one game, I was able to do damage on every number of the die, usually hitting with more than one hero at a time. It’s all about what cards you purchase. Of course, luck does still factor in a little bit, and damn it feels good when you roll 3 of the game number that activates your most powerful stack of heroes.
Rebels of Ravenport should hit KS in the next few weeks with a $25 pledge required to get a physical copy of the game if it funds. It scratches a lot of itches while being very rules-light and providing an extremely satisfying experience, especially with the family. The base ruleset along provides a ton of fun. The addition of the Monster Deck adds even more variety and challenges to players looking for a bit more. Overall it’s a solid game for just $25.
A prototype copy of Rebels of Ravenport was provided free for this preview in adherence to A Pawn’s Perspective’s 2018 Preview Policy.