Tash-Kalar: Arena of Legends is a 2013 game from Vlaada Chvatil. This guy is a genius. He made Through the Ages, Galaxy Trucker, Codenames, Mage Knight, Space Alert, and many more. Most of his games are very different from one another. Tash-Kalar too is very different form his other titles. He makes bold publishing decisions.
The basic premise is you are two teams of fighters in an arena. There are several game modes, and I have only played one of them. You have pawns that you can deploy into the arena. There is a basic action of deploying a common pawn on any empty spot. Your fighters come in three levels - common, heroic and legendary. You can deploy common fighters directly, but heroic and legendary fighters can only be summoned by fulfilling conditions on your spell cards. One thing that's very unusual in this game is you can't move your fighters anywhere you like. Your fighters can only move as the result of triggering spells, and spells are triggered when you have fighters positioned in specific orientations.
You have your own deck of cards, representing your faction. In your hand you will have basic cards, advanced cards, and a catch-up card. Configurations on basic cards are easier to achieve. Those on the advanced cards are much harder, but the effects of these cards are more powerful too. The catch-up card can only be used if your board position is much weaker than your opponent.
You can activate a card when you have fighters on the board which fulfil the criteria. Some cards let you deploy fighters, or upgrade fighters, or kill enemy fighters. You rely on these cards to get yourself heroic and legendary fighters. Cards allow you to move fighters too.
Red and green spaces on the board are sometimes relevant to card effects. Red means danger, and usually that's where fighters get killed. Green means life, and sometimes fighters get deployed or upgraded here. In the screenshot above you can see that the light green faction has all three levels of fighters. Most of the time fighters can only kill enemies of the same level or lower. If you manage to kill enemies on your turn, you score them at the end of your turn. You gain 1 point for every two common fighters, 1 point for every heroic fighter, and 2 points for every legendary fighter. In the game mode I played, we raced towards 18 points.
This advanced card is quite hard to activate because two of the fighters in the configuration must be at least heroic fighters. You need to find ways to either upgrade common fighters in those positions, or somehow move heroic fighters into position using other cards.
Tash-Kalar is certainly an interesting game. There are tons of team-based tactical battle games, but I have never seen anything quite like this. This is certainly refreshing. I wonder what it feels like to play this game at a higher skill level. When you know your own deck well, you will be prepared for the kind of configurations you will need. You will place your fighters in the patterns you expect to need, before you draw those cards. When you know your opponent's deck well too, you will try to place fighters to prevent them from making the patterns they need. In the game I played, since it was my first game, I played in a mostly tactical manner. I just tried to make use of the cards I had. I tried to use them under situations where their effects would be maximised, e.g. being able to kill an enemy fighter. It is satisfying to plan a combo play of your cards. You can use some cards to set yourself up to use other cards. It feels great to pull off those advanced cards.























