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Fantasy Rivals

Fantasy Rivals
  • Release Date:
  • Publisher: Boostr
  • Developer: Boostr
  • Genre: CCG
  • Official Site

Boostr, the developer of the popular Urban Rivals, brings us another free-to-play browser-based Collectible Card Game (CCG) called Fantasy Rivals. This time, the devs shift their inspiration from the mundane world into fantasy and lead us into a universe with heroes, monsters and magic. The audio and visual effect changes; the original tactical immersive card battle remains.

Fantasy Rivals follows the good tradition of stylish card designs and a decent tutorial that will not only acquaint you with the basic rules but also offer the initial collection of cards for normal battles after. Every Hero/card has the basic attack value and usually possesses an ability and/or a bonus. The essence is to have an attack value higher than its opponents during one round – use Mana to boosting the attack value, activate the bonuses if possible and wisely choose Heroes based on their abilities in response to the enemy’s play – so that you can deal damage to the opponent. Both you and your opponent start with 15 life points; if you have more left than him/her at the end of the game, you win.

Fantasy Rivals

The tutorial rewards you 12 cards to start off with. You need to pick 8 Heroes from what you have to fight a normal battle. To play a match, you will be auto paired with a “fair” opponent via the matchmaking system. A fight always begins with a hero in play and two Heroes in your hand, which creates a space for strategic calculation. Attack equals power time Mana. In each round, both sides can use Mana (limited in amount and basically equal for both sides) to boost their own Hero’s basic attack value; and the amount of Mana used by each remains a secret until the fight between the heroes actually begins. So bluffing is a big part of the game. To use limited Mana in the first rounds or save it for a final fatal blow or distribute it with balance? It’s decided by personal play style, or a temporary whim or a specific card that shows up in hand.

The variety in Heroes’ abilities and bonuses on the basis of power and Mana is another factor that makes the game tactical and immersive. In addition to the basic attack and defense, you will have many special tricks in hand that may recover a life for you in defeat, deal 2 extra damage on opponent in victory, reduce one Opp Mana, revenge with eye-for-eye, or even remove all opponent Heroes’ bonuses. Take the best of what you have and you can come up with unexpected strategies. When the opponent plays to the field a powerful card you can but almost use up your Mana to beat, why not pick up that timely hero weak in attack but able to revive one life in defeat  to easily lose and save the Mana to revenge in next round?

You can play three game modes, Training, League and Classic, all PvP-oriented. Training is the basic mode and the only one you can jump into in the beginning, while the other two is basically the same with slight difference respectively. Classic mode adds timers in the process of hero selection and mana-distribution; and the League has timers and rankings. Win, lose or draw – whatever is the result, you can get rewards of XP and Gems. Of course, the winner gets more. And Gems are for card evolution. You can level up your cards using Gems, boosting the base stats and changing the card image and abilities and bonuses.

Play and evolve. Fun never fades.

Note: Fantasy Rivals is now available on PC, with iOS and Android versions coming soon. And it is releasing the Darkness Extension on the 12th of April. Prepare to take on the hungry Psonn.

Fantasy Rivals Screenshots:

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2 Comments on Fantasy Rivals


  1. Nico says:

    So it's the same game with different graphics and less players … Why should we play it then ?
    I think they should have tried a different gameplay, Urban Rivals is really old now and this new game isn't going to fresh things up.

  2. Sacrificial says:

    Fantasy Rivals, despite being the successor of Urban Rivals, has failed to deliver a compelling enough game to truly come into its own. As a player who has reached diamond tier in league and collected several of the rarest Epic cards, here is my honest review of the game.

    Launched in 2013, Fantasy Rivals has had every opportunity to differentiate itself from the TCG/CCG genre. It certainly has an intriguing premise in its purported offering of psychological play. Unfortunately, the game's declining player base, poor tournament showing, and inactive forums ultimately belie its lack of popularity. Why is this the case?

    Let's start with the game proper. The premise of psychological battle between strategic players is a false one. The game is inherently unfair and pay-to-win because certain Epic cards have tremendously overpowered abilities that are difficult to counter. It is possible to lose 3 rounds out of 4 and still win with an Epic card such as Oljaneik which can create a winning gap of 9 up to 15 with fury. Other Epics like Deelenar, Miselai, Gladia, Noeptus, Patrician are guilty of the same. Unsurprisingly, these Epics typically cost more than 300k gold on the market, which is a grind for any casual free-to-play players. For reference, each winning battle gives 5 gold. It is possible to get jewels from missions and daily league battles in order to open booster packs for the chance to get Epics, but the grind remains odious. Playing as a beginner often means losing again and again against decks that are vastly more powerful and more expensive, with little outplay potential. This is the very definition of pay-to-win.

    Because of the low population base, the matchmaking system is wholly unbalanced. Beginner bronze players under level 10 can be matched against diamond or master-ranked level 50 players. As can be expected, the experience is very frustrating and discouraging. This is the norm across all three competitive modes – melee, league and tournament.

    The tournament is a time-limited mode that alternates between Epic and Epicless rules. This mode is fundamentally flawed. It exacerbates all the worst aspects of the game. It allows players to form decks from the most overpowered cards across all extensions. New players do not stand a chance and should avoid this mode at all costs. The low population virtually guarantees that they will play against the same players and decks over and over. Experienced players know to "farm" this mode which has caused severe price inflation in the already unpredictable market.

    The game has badly designed UI. There appears to be no desire or no manpower allocated to game infrastructure or coding. This is why there are game-breaking bugs that have existed for months, why much sought after features like guilds are nowhere on the horizon, why tournaments cannot be redesigned, and why there has been no significant change to the UI design and implementation in forever.

    There is lack of communication and adherence to development schedule as promised. Deadlines for the release of information on the most recent Cinderpeaks extension have come and gone. Staff has promised mission overhaul, improved tutorials for new players, but all these and more have not materialized.

    Ultimately, the game does not seem inclined to attract and retain new players. Instead, the push for the new extension rather than to address more pressing structural problems suggest a last-ditch cash grab from old players. I am not optimistic about the long-term potential of this game.

    In short, keep away, far far away.



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