Enchanters is a 1-4 players card-drafting fantasy game in which you shuffle any Kingdom Decks, then forge unique Artifacts to fight Monsters and compete to become the Hero of the Village.
Enchanters: Odyssey is a game-altering expansion, that comes with:
- variable starting powers - become Goblin Cultist or Gnoll Druid and use your talents to guide you to victory
- physical coop and solo mode - a new mode that lets you play with your non-competitive friends or no friends at all
- 6 new Kingdoms (with corresponding Overlords and Villages) - each with a new distinct mechanic to combine with previous decks
- All themed around the journey through mythological antiquity.
Enchanters: Overlords and Base Set cards are also available in reprint. With the new expansion, the game grows to 22 Kingdom Decks (25 cards each), 37 Villages, and 23 Overlord - over 700 cards in total. That’s plenty of options for both newcomers and veterans alike!
In the Odyssey Expansion, we are taking you to distant antique realm. As an ancient evil is rising, the world needs Enchanters more than ever. At times threat will be so big, that you will need to forget your differences and fight together to repel their hordes.
To defeat your enemies, you will need to look deep inside yourself. You are no longer a blank slate. You are not just an Enchanter. You have a past and a heritage. You no longer start with bare fists only, but with a symbol of who you are.
What’s in the Event Deck? With this mini-expansion, you can never be sure what will happen next, as strings of fate twist and turn! For each player, you will add 3 Event cards into the adventure deck. When drawn, they either fire off some wild effect or attach themselves to other cards and influence the game, while that card is in play.
What’s in the Coop mode? It’s a new mode for 1-4 players, where you unite against a powerful threat - Overlord Incursion. Dark forces gather to attack the Coopville and players are its only hope to survive. You can use almost all decks to set up your battleground. Coop mode is already active in Enchanters Companion app, but now you will get it physically with a special Overlord to beat. And more coming in the future...
How do Banners and Classes Work?
You can put the Fist of Enchanting at the bottom of the box, and instead, deal all the players two random Banner and Class Enchantments. Each player chooses one of each to represent the backstory of his character. Maybe you were a Dwarven Rogue or maybe a Gnoll Druid. Each card will give either extra scoring possibilities or an ability to use throughout the game. Chose well and raise your combos to the next level.
Enchanters are created, tested, produced and shipped from Poland. The game design is 95% ready as we speak. The majority of work left is in the Coop Mode - we polish and firmly test it in a month following the campaign*. Some topics are still open based on your suggestions and amount of unlocked stretch goals. Printing the game should take around 4-5 weeks counting from the day we send files to our partner. Summing this up, that’s around 10 weeks from when the campaign ends. After manufacturing, it should take around 2 days to a logistics center in Poland and then around 4 days to get to your hands. That’s fast, don’t you think?
*If we find a flaw that needs more playtesting, we might change the date of shipping. We won’t send you an unfinished game just for sake of speed.
We are confident the game we’ve made is exceptionally good.
Nevertheless, for your convenience, we offer a 100% satisfaction guarantee: if you are not happy with the game up to 1 year after we send you the game, we will refund you your full pledge amount – no questions asked. All we ask is that you cover the cost of sending the game back to us.
New to Enchanters? Don’t worry. The game can be explained in 2 minutes.
Enchanters is a fantasy card-drafting game. Players take turns going on Quests to select Enchantment and Item cards from the Journey Track. These Enchantments and Items are then stacked separately in their own piles to craft the player’s magical Artifact. Stacked cards are layered so that even cards lower in the pile still contribute to the player’s overall strength and defense. When Monsters show up, players journey onward to defeat them in a deterministic combat encounter (that takes just a few seconds) and score points. From time to time, players Rest to gain Crystals or heal Wounds.
To set up a game, just:
1. Give each player 5 Crystals.
2. Shuffle the Kingdom Decks together (1 per player, or 2 per player in a two-player game).
3. Place 6 cards from the top of the deck (Items and Enchantments only) on the Journey Track. Any Monster cards that were revealed get added to the bottom of the deck.
4. Choose a Village Card and an Overlord Card.
5. Pick the first player.
6. You're ready to play.
Players take turns embarking on Quests – paying Crystals to collect a card from the Journey Track. Purchased cards go into separate stacks in the player’s area: the Item Stack (where you put cards like, “Crossbow”), and the Enchantment Stack (where you play titles like, “of Darkness”). These cards grant both temporary bonuses (upper icons and text skills) and/or permanent ones (bottom text and icons). After taking a card, you move the remaining 5 cards down the Journey Track and add a new card from the top of the deck.
Players may also attack approaching Monsters and defeat them in a simple combat encounter to score points.
In combat, you compare your Strength and Defense against the Monster’s. For every point the Monster’s Strength exceeds your Defense, you receive one Wound. If your Strength meets or exceeds the Monster’s Health, you defeat the Monster. You keep Monsters you’ve defeated as trophies. Just like with acquiring Items and Enchantments, after defeating a Monster, move the remaining 5 cards down the Journey Track, and add a new card from the top of the deck.
From time to time, you may instead Rest in the Village to gain Crystals or heal Wounds. If you do, discard the first card from the Journey Track, move the remaining 5 down, and add a new card from the top of the deck.
Make sure to replenish the Journey Track to 6 cards at the end of each turn. The game ends when the last card is taken or discarded.
Want to know more? See Richard “Rahdo” Ham’s runthrough for the base game:
Fabryka Kart Trefl
Risks and challenges
After three succesful Enchanters campaigns we are sure we have all fronts covered. Games will be produced in Poland, Cracow by the same companies we worked with before: Mediagold and Fabryka Kart Trefl. All items will be shipped with help of Green Logistics, who also handles shipping for companies like Awaken Realms.Learn about accountability on Kickstarter
- (19 days)