Description
Make your fate!
Inspired by character-driven fantasy storytelling, Call to Adventure challenges 1-4 players to create the hero with the greatest destiny by acquiring traits, facing challenges, and overcoming adversaries.
Call to Adventure features a unique "rune rolling" system for resolving challenges, a point-based system that encourages storytelling, and over 150 unique cards.
Players begin each game with an origin card that provides their backstory as well as two "starter" abilities.
Each round they may either acquire trait cards from the board or face a challenge.
Challenges each have two possible paths a player can choose from. For example, players who encounter the Thieves’ Guild may choose to train as a spy, or train as a killer.
Each challenge has a difficulty that must be overcome by rolling successes on carved runes.
The more a player has of the abilities required to overcome the challenge, the more runes they will be able to cast.
Failed challenges lead players to acquire experience points that may be spent to "push" through tougher challenges.
But beware, while some negative experiences will help your hero grow, too many tragedies set them on a dark path.
As players’ heroes grow in ability and experience, they move on to harder challenges, eventually facing deadly adversaries and acquiring more and more destiny points.
The player whose hero has the highest destiny score wins the game.
Call to Adventure | Solo Playthrough
Call to Adventure Solo Session
Call to Adventure Review
How to Play Call To Adventure in 5 Minutes – The Rules Girl
Player feedback
The forums at BoardGameGeek often have good discussions about gameplay.We have selected some of the best links below. (Links will open in a new window or tab)
Solo ideas and discussions
A selection of posts specifically about solo gameplay or solo variants
- Modified solo-rules
- Solo/Co-op Nemesis deck
- A Better Solo play and Finish
- Solo Rules without Adversary
- House Rules for a More Challenging and Less Forgiving Solo/Coop Experience
Files
A selection of files from BoardGameGeek. Links will open in a new window or tab.
Improved solo/coop rules
Improved solo/coop rules. A new way to play coop or solo in Call to Adventure!
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Call to Adventure – Too easy solo gameplay experience? Try this out!
*No rule from here is mandatory to play the solo variant and you may skip any rule you don’t feel to like.
*I highly recommend to first try each rule at a time and then decide which ones you want to play together.
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Call to Adventure Revised Rulebook
This e-copy of the rulebook includes some clarifications to common issues missed in the production version of the rulebook.
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Adversary Cards
An adversary card deck to replace the standard adversary deck, with clearer rules. Based on ideas by Bram Kok (The4thJawa).
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Unofficial Campaign Rules: The Epic Story
These are campaign rules created to help explore the solo/coop potential of this game. Your constructive and productive feedback is always appreciated.
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Campaign Rules
Want to play more Call to Adventure? Then try out a Campaign. Play through three Scenarios and build your epic story.
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