Towards Tandemera is a co-operative customisable card game: You get to build your own deck of 30 cards, and then use your allies, spells and equipment to challenge one of the 5 perils you face on your way to Tandemera.
Enjoy the challenging boss fights solo, or embrace the chaos of co-op. Allies may attack, and cards may be played even during other player's turns, so you'll have to work together in tandem if you want to win!
If you play co-op, you turn is never really your own. Your allies may attack whenever they are ready, and special fast cards may be played even if it isn't your turn. No need to zone out and stop engaging with the game when you've done your thing, because you always have some options in hand to help your friends out during their turns.
Each of the 5 enemies in Towards Tandemera has their own unique deck and gimick, and requires a different strategy to be beaten! You can fight against them in "normal mode" for a casual experience, but every enemy also has their own set of unique challenge rules that increase their difficulty. These rules can be used independently from each other; if the vanilla boss is too easy for your liking, use a few. If you want an insane challenge, use the entire list!
...with 103 unique illustrations. All three games of Towards Tandemera are stand-alone and compatible. Meaning you can use any card from any box to build your deck, and you can then use that deck to fight against any enemy from any box.
Cards have been divided by playstyle:
You only have to buy the cards you feel you need. (Or buy them all (you should definitely buy them all)).
Explore the world of Tandemera through the components of the game. The flavour texts on each card aren't just to enhance atmosphere; together they tell a story.
...player cards used for the stronger co-op decks, and has the two most chaotic enemies in the game!
...which can be mixed and matched into decks of 30 however you want. The box contains instructions on how to make 3 pre-made decks, 2 of which don't have any overlapping cards so you can use them together. One of these decks focusses on knights, that grow more powerful based on what equipment you give them. The second focusses on reveal and deny effects, allowing you to control your deck and the enemy. The third is a variation on the equipment deck that excels in solo play.
The Merchant of Memories is the most chaotic (and fun!) enemy in the game. He forces the players to mix their cards into a shared market where you can buy your cards back (or other's!) by swapping them out with the cards in your hand. Watch out though, the market will attract more customers than just the players... And if those customers don't go home satisfied, the Merchant will get very angry!
The knight commander of Sceleca has gone missing while her city needed her most! Time for some classic dungeon delving to rescue her. The Dungeon Delve has you fight against hordes of minions and traps, obtaining loot in the form of equipment cards along the way. Unlike the minions from other enemies, these can use equipment themselves. Their equipment is randomised, so that means anything can happen - that level 1 goblin doesn't look so weak anymore with that giant sword in hand!
It's recommended you use standard 6-sided dice for this, which can be bought in the part shop or here. There's also a special box with custom printed tokens and dials. Alternatively, you could buy neither as these components are easily replaced with any spindown dice or damage tokens you might already own. You only need a single set of dice/tokens regardless of how many boxes you buy.
If you want to play with four people you need to buy any of the other 2 boxes: Journey's Beginning, or Prophecy of Dragon Fire. (Or this box twice, which, while possible, I don't recommend.)
Between special enemy rules, premade decks and weird edge cases, there were a lot of things that had to go in the rulebook. Fitting all of those things in a card-sized booklet wasn't really feasible. So either the game had to be shipped with an awkwardly big box unfit to store cards, at double the current price... or the rule book had to become digital. Hopefully you understand why this decision has been made! Going digital also allowed me to go all-out with diagrams and visual presentation a physical book wouldn't have the room for. The enemy book even contains a few short stories for those interested. You can download the pdf for free at the bottom of this page.
Component | Quantity | Photo |
---|---|---|
Poker Hook Box (108 cards) | 1 | ![]() |
Poker Deck | 1 deck of 30 cards | ![]() |
Poker Deck | 1 deck of 12 cards | ![]() |
Poker Deck | 1 deck of 12 cards | ![]() |
Poker Deck | 1 deck of 14 cards | ![]() |
Poker Deck | 1 deck of 10 cards | ![]() |
Poker Deck | 1 deck of 30 cards | ![]() |
Average Rating | 0 reviews |
---|---|
Publish Date | June 01, 2024 |
Edition | First |
Department | Games |
Tags | Thematic Towards Tandemera Co-op co-operative Co-operation Solo stratagy small box Fantasy |