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

Play 4 cards a turn, getting elemental markers for doing so.

Vivid creature designs/stats/abilities with miniatures for each!

Tame or just normally defeat creatures!
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