Dragon Eclipse Prototype Review (Scenarios. 1-2)

Awaken Realms meets Pokemon.

The campaign game treatment of adventuring and combat gets infused with taming creatures to use in different hex based combat! With deckbuilding, booster packs, and tons of different companions to fight with, Dragon Eclipse is a “Collectible Adventure Game” for groups who want a lighter campaign game. Scenarios take 1-2 hours, for 1-2 players. Prototype featured.

Video published September 19th, 2023

This is a sponsored post. Prototype featured.

How we played this prototype

We only cover scenarios 1-2 of this prototype, and 2 player was not available to play. After beating the campaign, I went back and tried playing as the 1 available creature I didn’t get to try yet.


Need to learn how to play? Or want more reasoning for our points? Our review video’s got you!

Component Pros

  • Very functional and gorgeous playmat

  • Minis are sundropped in Awaken Realms style, feel great to move around

  • Card tray & deck box to help organize with dividers

  • Creature study binder works to easily slide cards in/out (design will get changed though)

  • Elemental, silver, red, purple tokens all great

Art Pros

  • Awaken Realms knocks it out of the park

  • Locations, Items, Combat cards all look beautiful

  • Arena is gorgeous

  • Original designs for all of the creatures

    • Look goes in line with flavor text and gameplay

    • Feel quite compelling

Easy to Start - Pros

  • Not sure how the actual rulebook will be

  • Skimming rulebook and opening up scenario 1 was easily enough to get started

    • Scenario runs you through opening text, setup 1st combat, setup adventuring

Gameplay Pros — Combat is simple yet great

  • Capability to use bonus actions (creature + elemental) before/after action leads to surprising amount of options

  • 6 elements all provide 1 unique special ability

  • Need to time passive cards (last for one round)

  • Knowledge of enemy’s next action lets you plan smoothly

  • Enemy’s eventual special ability that activates on card 2-3 is more to plan

  • Some creatures put things on map to benefit them, so need to finish combat in timely manner

  • Different arenas with different terrain

    • Trees to take up space, Berries to heal you, exploding spaces to deal damage

  • Items to use during combat almost always relevant

  • Need to win comfortably because damage taken carries over to next combats

  • Option to tame or defeat enemy is fun decision

    • Sometimes just have to say, “screw it, too hard, win through sheer force”

Gameplay Pros — Creature Diversity

  • Windraiser: moves around like crazy like good tutorial

  • Firble: creates puddles on map to blink (teleport) to them

  • Golomo (my favorite): slow hulking dude with 1 movement, whopping 24 health

    • Low attack at 2

    • Creates tremors on board, tremors can activate to do damage

  • Emberling (Starting companion): Hits hard, but no healing/armor possibility

  • Iceling (Starting companion): More balance with healing/armor

    • Water element inherent abilities let you heal

Deckbuilding Pros — So Easy to do!

  • Really easy to do with simple cards

  • Every creature has 3 cards + unique abilities + special ability to deckbuild around

  • Later have upgrade actions and ways to play off of discard

Adventure Pros — Good for its weight

  • “Where’s Waldo” minigame in seeing hidden script numbers in locations

    • Further draws you into the location as you survey every nook/cranny

  • Adventuring super smooth to do: just look at script number in the booklet

    • Bookkeeping managed by A/B tokens

    • Long term consequences noted by secret cards, constantly new secrets

  • Locations feel well timed with time sometimes going down during a script

  • Story is decent, but feels like extended tutorial at just 2 scenarios (out of 12)

    • Laid out a solid foundation so far, opening text of starting city (Caerhern) is enough to get a decent grasp

    • At end of scenario 2 is when you can start branching out more

  • Lots of flavor text for combats give combat more weight, feel like mini-bosses at least

  • 2 creatures didn’t get a chance to fight in our playthrough, so decisions in booklet really matter

    • Will not taming these creatures have consequences later on? Not sure.

Rulebook Cons — Prototype Woes

  • Confusion on doing item checks

  • Confusion on creature health between scenarios (it doesn’t carry over)

Component Cons

  • Tokens don’t have room to stay on spaces if larger mini is also on space

  • Card divider sent to us fell apart during shipping, glued back together

  • Small player aid for combat could’ve explained more terminology

    • e.g. Rush, Retreat, or “Deal” damage

  • Will eventually have a bunch of tiny cards in front of you (items + secrets)

    • Same problem as in Tainted Grail, luckily haven’t seen any yet that need to happen at a specific moment

    • Just messy playing area, feels inherent to game because checkboxes to mark like in TG

Gameplay Cons — Balance with… Foil cards?

  • Fathomable Tide attacks every enemy on board, moves them all by 1 space, then deals 3 wounds

    • So much value out of just standing still

    • Compare to upgraded neutral attack that only lets you attack twice if you pay health, no range

  • Concern with power crept cards because never costs anything to play, no negative for using them

  • No limit of foil cards per deck? Could combats become too easy?

Gameplay Cons — Combat overall balance concerns?

  • Weird matchups might make some combats too easy?

    • Beat a fairly strong “predator” with armor, would that be too good to use? (Locked for demo)

  • Water upgrade of “Opalescent Bubble” to give attack at range 3 hits almost entire map if stand in the middle. Just feels overstatted.

  • Ending of Scenario 2 felt a little easier than preferred

  • Maybe more restrictions to deck building would help avoid busted decks

  • Would creatures evolve over time to prevent this?

Gameplay Cons — Last minor things

  • Items being capped at 4 feels too low

    • Constantly getting items throughout scenario, so have to discard items

    • If use items aggressively feels like a waste

    • Capping at 5-6 would be better

  • Can’t modify creature decks during scenario. If modify deck incorrectly (like trying new creature), could be screwed.

Nitpick — Lack of Initial World Building

  • Feels too barebones of drop in of fantasy world

    • No story about generic protagonist tamer, not much info about world

    • Don’t know their motivations, rather just exploring to see what the heck happens.

  • Not too bad because game is meant to be streamlined, but can cause issue with immersion

  • No overall map, no name for the world you’re even in

  • No art for any human in the game

  • Compare to Pokemon: See Trainer walking around to at least “Catch Em All” and defeat Gyms

  • Very possible for this to be expanded, but current campaign manager is all about creatures + cards

Tentative Score

One thing’s for sure, compared to the behemoth campaign games of today, like Tainted Grail, Aeon’s Trespass Odyssey, Kingdom Death Monster, and even Frosthaven, Dragon Eclipse is SOO easy to get into, with not much ask of your time and even table space. You just grab your scenario booklet, grab your cute companion, and go out there to a colorful magical world to tame creatures and help the city. And the drama is certainly heating up at the end of scenario 2…

But honestly, I can’t really be certain if it’s going for story twists at all, and there’s not any intrigue I can detect for long term consequences. The game is actually a strict reverse of what we’ve come to expect from Awaken Realms through our many hours of Tainted Grail, where the focus isn’t on exploration… it’s actually now on combat.

And the combat is surprisingly crunchy for what it is, with matchups feeling different and taming possibility, and deckbuilding a cool puzzle. It’s not crazy complicated, with combos frequently not going past 2-3 actions, it’s frequently doing a main action to get elemental energy to do an awesome bonus action. There’s no dice, actually there’s no dice at all in this game, but there is still randomness through card draws. While there is some slight mitigation that every element can use, that’s using up your bonus action and some elemental markers. But seeing how there’s all sorts of tokens to put down, with enemy activations happening all the way up to slot 5, there’s huge reason to be optimistic about the continued variety and challenge of combat.

While we haven’t mentioned time much yet, it’s definitely one of the shorter campaign games we’ve played per session, with concise log reading, and combat that usually encourages you to not let it drag lest the enemy get too strong. With 2-3 fights a scenario, if you’re a real thinker, the scenario can take longer than 2 hours, but also it really depends on the matchup.

The big question is: But what about the booster packs? Cause this is a “Collectible Adventure Game”, with supposedly no product randomness… so are you just getting a certain amount of boosters that you know what’s inside? Doesn’t that kind of defeat the purpose of booster packs that are loaded with random cards? Uhh… yeah a big part of me feels like having boosters is entirely unnecessary, it’s just here to give people the cardboard crack feeling of opening boosters. And hopefully this system leans more in this flashy way, because I don’t know how much of Pandora’s box is being opened through card rarities and buying boosters, so if this became a pay-to-win sort of campaign, that would be a huge buzzkill, but awaken Realms, I know you won’t do that, right? And maybe the boosters matter more for the versus play that we don’t know about yet?

In all, we’re quite optimistic about Awaken Realms meets Pokemon, with an ambitious task to create dual usage for each creature as you gotta catch em all! I mean, they’re competing with freaking Pokemon on making these stand out. And you get to play Where’s Waldo with the locations! So far, Dragon Eclipse is definitely hitting the right marks with art, and execution for this lighter fare of campaign play.

Some ending points: we don’t have the Roguelite mode, where you try to go as far as you can on your creature’s health, and that seems REALLY promising for more replayability, since I was already so paranoid about not taking damage in the campaign. And creatures will have personal quests to fulfill


With light but crunchy combat, and streamlined adventuring, there’s lots of reason to be optimistic about Awaken Realms Pokemon. We’re just a bit wary of balance, especially with foils.


 

Tentative Score

Daniel’s Personal Score

Ashton’s Personal Score

 

Want more analysis? Watch the Video Reviews! 

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Aeon Trespass: Odyssey Review

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Tainted Grail: Kings of Ruin Prototype (Ch. 1-5) Review