Review: Karak Goblin (Albi) – English

The catacombs of Karak are a terrifying place. There are rumors that the dungeons of Karak’s ramshackle castle hold chests full of gold and gems… Oh yeah and it’s teeming with monsters. Small detail! Goblins, demonic worms, deadly spiders and more evil spawn! Three layers of dungeons full and at the end the mother of all monsters: a giant dragon (or another final boss)! Whoever defeats the final boss first earns a thousand and one ducats! Will you challenge yourself to the treasures of Karak or will you end up as mire under a monster’s paw?

Background

The board game Karak is an entry-level dungeon crawler that is also suitable for the very youngest players. Collectively form the dungeon with tiles, fight the monsters in the dungeon and collect treasures. However, only one hero can emerge from the dungeon most heroically. This dungeon crawler for families is immensely popular and part 2 will be released soon.

Of course, as befits any popular board game, a card game should also be released. Karak Goblin is a card game set in the world of Karak. The gameplay does not otherwise match the board game, but the heroes, monsters and dungeon once again play a central role. Karak is a dungeon crawler for beginners and Karak Goblin is a deckbuilder for less experienced players.

Setup and gameplay

Give each player a hero and a unique deck of cards. Each hero has a special power. Then prepare the three layers of the dungeon with monster cards. Each layer has its own deck of monsters and guards. Also lay out any final boss and the trader and player cards are ready to play.

Karak Goblin is a deck builder. This means that each player has their own deck of cards to fight the dungeon and starts collecting new cards to make their deck better.

During a turn, a player can choose to fight a monster or guard, trade cards or revive themselves (if this player has lost life force).

When trading, the player discards cards to buy cards from the pawnshop or potions. Potions and equipment provide bonuses, and action cards add to your deck.

If you want to defeat a monster, you choose a monster card that is face-up on the table. You can only attack a monster if you also have the key to that layer of the dungeon. Keys are obtained by defeating guards.

You can use all your hand cards, but succeeding cards after the first card must be played in a correct color. What color you may play is shown on the previous card played. With cards you can get attack power, defense power, life power or extra cards. However, some monsters have a curse that prevents you from playing certain colors or effects.

After you play cards, the monster attacks you and you receive as much damage as the monster’s attack power minus your defense power. You do your attack power damage and if you do at least as much damage as the monster’s life force you win the fight. Turn the monster over and on the back is a new action card or equipment card. With action cards you improve your deck.

Plan your actions, collect the right cards and be the first to attack the final boss.

Conclusion

I find the game concept of Karak Goblin very originally conceived. I find collecting cards by defeating monsters innovative and clever use of game materials. I also like the sequential color restriction of playing cards. However, Karak Goblin is very dependent on luck. You have an idea which cards you can earn, but you are never sure which actions will yield a specific action card. Fighting monsters is therefore sometimes more of a gamble than actual strategy. The game is a nice entry-level game, but experts may get bored faster than novice deckbuilders.