• Avatar: The Last Airbender Fire Nation Rising

Game Details Players: 1 to 5 Age: 10 and up Time: 60 minutes
Publisher: The Op Designer(s): Patrick Marino, Andrew Wolf


Avatar: The Last Airbender Fire Nation Rising

Ref: AVATARFNR
MYR265.00 MYR239.00

Are you brave enough to face Lord Ozai? The Fire Nation is primed to claim victory in the Hundred Year War against element-bending Avatar Aang and fellow heroes Katara, Sokka, Toph, and Zuko. In this cooperative card and dice game, players must work together to recruit other Heroes from the four nations and battle a variety of Villains leading up to the Day of the Black Sun.

Avatar: The Last Airbender Fire Nation Rising is the sixth installment of The Op’s richly themed and immersive battles and will include solo play rules for the single player with a master plan! It is a cooperative card and dice game for 1-5 players who take command of Avatar Aang, Katara, Sokka, Toph, and Zuko as they fight back against the Fire Nation to restore balance to the world.

 


Weight (kg): 2.0 Sleeve size: TBC
BGC Marks Earned+239 (what is this?)
addthis


Avatar: The Last Airbender Fire Nation Rising is a cooperative card and dice game for 1-5 players who take command of Avatar Aang, Katara, Sokka, Toph, and Zuko as they fight back against the Fire Nation to restore balance to the world.

During the first part of the game players will recruit Heroes from the four nations and battle a variety of Villains leading up to the Day of Black Sun, all while advancing their position on the Balance Track, while the Villains advance on the matching Ruin track. When either side reaches the top of their track, the Day of Black Sun event is triggered, giving a significant advantage to the side that reached the top.

In the second phase, players continue as before, but must also now fight the Final Battles at Wulong Forest, the Fire Nation Palace, and Ba Sing Se in an attempt to end the Hundred Year War. Players that stay ahead of the Fire Nation and succeed in all three battles will win the game. If any one team is completely defeated, or if 10 or more total Heroes are defeated, the players cannot stop the Fire Nation and have lost the game.

At the start of each turn, the active player will choose one of three locations to visit. The Fire Nation will then attack, activating villain abilities in one location, and damaging Heroes in play.

After resolving the attack the active player will assemble a pool of dice based on their starting set-up and additional Hero card abilities. Players will roll and assign these dice in order to match symbols on Hero and Team abilities, Hero cards they wish to recruit, Villain cards they want to attack, and in Phase 2 Final Battles they must complete. Players match all of the symbols shown on a card to complete the related task.

The difficulty level can be adjusted based on players’ familiarity with the game and the degree of challenge desired.

Please review these other products:

No recommended products at the moment.