Runebound 2nd Edition

Updated: Jun 12

Runebound 2nd Edition

Fantasy Adventure

So I bought Runebound because I love fantasy, in particular D&D, but most of the fantasy boardgames we own are from my own childhood and are now either too dated or too simplistic for me to enjoy. To give you an example we own Dark World, Heroquest and Dungeon. I hoped that Runebound would offer a more strategic fantasy quest that would satisfy my appetite, without excluding the members of my family that cannot comprehend complex rules.

Runebound is a fantasy adventure where you take control of an ambiguously heroic character and attempt to stop Vorakesh from resurrecting the Dragon Margath. Each turn is like a session in D&D, while the game as a whole is comparable to a campaign.


The game, I think, is pretty simple. In fact I didn’t bother to explain the rules for the first game and just supplied the relevant information as we went through. Each character, monster and ally in the game has the same statistics, so once you can read one card you can read any of them. These statistics are Mind, Body and Spirit, however, as can be a little confusing, these also double up as Ranged, Melee and Magic combat. Each hero and ally also has stamina. As you power abilities or fail skill tests you will take exhaustion, if you have more exhaustion than stamina then you will start to take wound damage instead. All heroes, monsters and allies, have a number of wounds, if they take wounds equal to or exceeding their total they die, or are knocked out in the case of heroes.

The object of the game is to move about the board defeating challenges until you are powerful enough to defeat 3 dragon lords or Margath himself. You move by rolling 5 custom dice with different terrain symbols on them. If you or an ally