On Tuesday, June 25th, Mythic Games is bringing Super Fantasy Brawl to Kickstarter. This is a hex-based arena combat game, much like my favorite game at the moment, Warhammer Underworlds. Because of the similarities of the two games, I checked Super Fantasy Brawl out at this year’s UK Games Expo, very much liking what I found.
What is Super Fantasy Brawl?
Beyond it being hex-based arena combat, here are a few of the essentials of Super Fantasy Brawl.
- It’s 1 v 1 (though a 2 v 2 version is promised).
- Each player takes one team of 3 miniatures.
- One game should take between 30-45 mins.
- Actions are card based.
- There are no dice. (Mythic defines Super Fantasy Brawl as having “Deterministic Gameplay.“)
- There’s set to be a full competitive scene with tournament play.
- The miniatures are much larger than GW’s scale.
- New fighter packs will follow after the base set.
- Each fighter has its own unique cards.
- There are no universal cards. (Which means no needing to buy a character you don’t want just because it has an awesome card packaged with it. *Cough* Warhammer Underworlds *cough*.)
- Fighters are interchangeable, you’ll be able to play any three in combination from your collection.
- Victory points can be obtained from either knocking out opponents (who can come straight back in on their player’s next turn) or completing objectives.
- Objectives are open for both teams to compete for simultaneously.
- Objectives move along a sliding scale, and depending on their position in the objective track can score either 1 or 2 victory points.
- The first person to five victory points is the winner.
I played Super Fantasy Brawl at the UKGE and, whilst it’s hard to tell exactly how good a game is from one play, I think it has massive potential. It was easy to pick up, though there were definitely lots of layers to the tactics that will take time to master.
The rolling objectives is a neat mechanic and playing towards them is not easy, at least not on a first play. You have to be able to think several steps ahead, and protecting your ambitions from your opponent is tricky. The thing that most interests me about this game is the lack of universal cards. I trumpeted Warhammer Underworlds as being simple to get into when I first played it, but these days, if you want to play competitively, you have an awful lot of catching up to do. Mythic seems to be doing away with this problem by avoiding universals.
I also like the idea of being able to switch my team members around. Deck building is great, but being able to create a team using any of my favorite models is very appealing. I just hope Mythic gets the balance between fighters right, otherwise competitive play could get samey.
I’m very optimistic about Super Fantasy Brawl. If you want to check out the Kickstarter, you can do so, here. Mythic has also said that the game will be available for retail Q2 2020, so if you’re not a Kickstarter fan, you can join in the fun later along the line.
Hopefully, before the retail version is released, I’ll be able to some game-time in with Super Fantasy Brawl and bring you a full review and video playthrough. As soon as I do, I’ll let GeekDad readers know how I got on.
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Disclosure: GeekDad received a copy of this game for review purposes.