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.
Call to Adventure: Name of the Wind
Call to Adventure: Stormlight