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Rating: 7.5 Very Good
Players: 2-4 players
Playing time: 60-78 minutes

Created by: Johnny O'Neal, Christopher O'Neal, Matt Paquette

Published by: Brotherwise Games


The lowly squire becomes a knight of legend. An orphan girl claims her birthright as queen of the realm. A noble turns vigilante when his parents are tragically killed. The stories change, but the themes are timeless... and every hero's journey begins with a Call to Adventure!

In Call to Adventure, players compete to create fantasy heroes. On the journey from your humble Origin to your epic Destiny, you will gain Traits, face Challenges, and grow in your Abilities. Every player will build a character and tell a story, but only one will become the greatest hero!

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.

Retail Price:$129
Call to Adventure: Name of the Wind
Call to Adventure: Stormlight

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  • 45 Character Cards
  • 91 Story Cards
  • 44 Hero & Antihero Cards
  • 12 Solo/Co-Op Cards
  • 4 Player Boards
  • 24 Runes
  • 40 Experience Tokens
  • Instructions

Object of the Game

In Call to Adventure, players face challenges and acquire traits over the course of three Acts. Along the way, each player's hero will gain Triumph points for victories, Tragedy points for following a darker path, and Experience tokens when they fail.

At the end of the third Act, the player with the highest Destiny score is the winner! …

While the core rules of Call to Adventure focus on competitive multiplayer, it is also designed for solo and cooperative play!


Preparing a Solo or Co-Op game follows typical game rules (see pages 2-3), with the following exceptions:

  • Choose One Adversary: Set aside all Adversary cards, then randomly select one as your Adversary.

  • Begin the Adversary Quest: Choose the Adversary Quest card that matches your selected Adversary, as well as the Rise of the Adversary card.

  • Equip the Adversary: Set aside all Antihero cards marked with a icon. These form the Adversary's special deck. …

Q: If I gain an Ability rune, do I keep another player from gaining it?

A: No. Your character's available Ability runes are defined by the visible icons in your character tableau. On your turn, when facing a challenge, you have access to any of the rune stones that correspond to your Ability icons, and are relevant to the challenge. Players share the rune stones, taking turns using them.

Q: Am I allowed to have more than three rune icons in one Ability?

A: Yes. While you may only cast a maximum of three runes per Ability, you are allowed to keep gaining rune icons as part of your Character tableau. For example, if your Destiny is Wise Master, gaining a fourth Wisdom rune would help you earn an additional Triumph at end of game. …

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