Die Sea Horizon-Heroes who sail and stride across hexes solo or in a party of three are not defined by character attributes, but by their talent cards, which increase as they level up, and the equipment they acquire in battles, treasures and shops. Each of the four items that the hero carries (weapon, shield, armor, jewelry) defines a cube, which in turn defines how many of the four resources (attack, defense, magic, nature) it rains at the beginning of each combat round. Four sides of the dice promise nature, one magic, one is empty, plus 2x multiplier: The “Sun Lantern”
usually brings two nature units and rarely throws a blank.
Beginners roll four or five fabrics per round. But as weapons and clothes improve, it becomes 10, 15, 20. You squander them by drawing your cards, from which the hero learns more and more and has a five in hand like in poker. There are defensive manoeuvres, strength buffs, healing, blows that only eat up one substance, but also spells that require various resources and larger quantities. Some talents take into account when you play them, others trigger cloth replenishment. Cards and equipment need to be perfectly coordinated and arranged: You knock out a good hand as a quick click combo and leave no raw material – and no opponent. The rest is secondary: make sure you don’t starve, choose tight travel routes, keep an eye out for camps and traders.