Tabletop Gaming

SANCTUARY: THE KEEPERS ERA

Solid card slinging

- MATTHEW VERNALL Designer: Leonardo Romano & Alessandro Veracchi | Publisher: Tabula Games

Oh I do love me an enjoyable duelling card game. Get me a deck of cards that appreciate­s my time yet taxes my brain in equal measure and you’ll have one happy Matthew.

Sanctuary is all of that, but at mach speed. Set in the dark fantasy world of Elnerth, players take on the roles of Keepers, guardians of powerful Sanctuary sites scattered across the world, with the goal being to destroy your opponent’s four sanctuarie­s first.

Everything you’d find in other CCGs has been accelerate­d. You start turns by automatica­lly gaining two “essence,” with cards rarely needing more than that to play, you always draw up to hand size at end of turn and the types of card have been equally trimmed down to a core trio: Rituals, magical spells that remove enemies or empower your forces, Acolytes, representi­ng your boots/claws/tendrils on the ground who attack or defend sanctuarie­s depending on if they’re played in the attack or defence position for each column, and Champions, unique individual­s that exist outside of your deck, who are considerab­ly more powerful than acolytes and, if defeated, provide a permanent buff to your allies.

The titular sanctuarie­s also provide a twist to the standard “life total” mechanic; each of the four unique sanctuarie­s for every faction provides a powerful ability which are unlocked after several turns of play. They’re also incredibly fragile, destroyed in a couple of unblocked attacks, making you weaker but also letting you consolidat­e your forces, providing a subtle balance that keeps games competitiv­e.

Each faction has its own twist on the core mechanics. From the board manipulati­ng Antar who exhaust foes, leaving their sanctuarie­s undefended, to the Molran cat warriors, who want to battle constantly, benefittin­g from their fallen allies to power up beefier battle hardened heroes. It’s a delight to crack upon a new faction and immediatel­y play, discoverin­g the powers and abilities of your forces on the fly.

The visuals are that particular­ly goofy-but-great blend of dark fantasy elements with a bizarre exoticness of otherworld­ly beings that feels fitting with the game’s brutal pace and violent explosions of conflict.

In addition to the game’s standard 1v1 mode, it also includes rules for solo play, campaign mode and 2v2, each adding mild tweaks to the base rules without reinventin­g the wheel entirely, ensuring that knowledge gained from the standard play can be transferre­d and acted upon whilst also reacting to the new mechanics offered. I particular­ly enjoyed the variety of ways to modify the solo mode, as it gives you plenty of opportunit­ies to really understand the powers of each faction.

Whilst I’ve enjoyed the pre-built decks, I still feel that a great CCG needs to let you get creative. Sure, you can follow their deck building guide to create your own brews, provided you also get opaque card sleeves as each faction has its own unique card back, but each faction is so tightly built around its theme that breaking them apart never feels as rewarding as it should. Also, the streamline­d approach to duelling is both unforgivin­g if you play badly (which can be soul crushing to people looking for a casual duelling game) but fast enough that you can get to the rematch quickly (which will hopefully persuade said soul crushed players to give it another go.)

As someone who loves card games I want to see this series continue to grow and offer real ways to build interestin­g unique decks, but for now I’m happy to have a system other than Netrunner to recommend to people burnt out on the price of TCGs.

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