Tainted Grail: Kings of Ruin Prototype Review (Ch. 1-5)
The updated prototype of this return to wyrdness continues to impress.
We review the second prototype of Kings of Ruin, where we put to the test the rest of the recently released content! This Tainted Grail is still the journey to return home while the 3 Kings of Ruin try to mess up your day. For 1-4 players (smaller group recommended), and having chapters of 2-6 hours. Our original review here helps newcomers get up to speed.
Video published September 6th, 2023

With Chapters 1-5 revealed, the choose your own adventure feeling gets even more pronounced!

Continue to explore the island, through wyrdness affected areas too.

What are these creepy new wyrdforms for the 4 asymmetrical characters?
This is a sponsored post. Prototype featured.
Before you read on
We already covered Kings of Ruin a year ago! That was Chapters 1-2, so with the extension of now Chapters 1-5, we are covering half of the campaign. To not waste time, this review is only going to cover the new stuff in this prototype.
If you want more info on how Kings of Ruin compares to Fall of Avalon, or a more detailed overview/how to play, check out that review here.
Our experience with Tainted Grail
Daniel has completed Fall of Avalon, and Daniel and Ashton (me) have both previously played Kings of Ruin (prototype) with different characters.
For this solo playthrough of Chapters 1-5, I made sure to pick different story paths than him, and also used an entirely new character (Iunis).
I (Ashton) have NOT finished the Fall of Avalon campaign, but have worked on Daniel for much of the content where he discusses its completion, and have compared notes with him for this review.
Need to learn how to play? Or want more reasoning for our points? Our review video’s got you!
Component/Art PROS
Minis continue to be incredible with sundrop treatment
Monsters, companions, mounted heroes, normal heroes, and wyrdform minis
Aren’t final, and a little off-color, and some parts fell off during shipping (came in bubble wrap)
Log booklet has pleather outside
Very nice to use after going through many logs
Components holistically good
New secret reader devices
Insert for minis/cards
Player aids now include victory check for damage and taking damage if in wyrdness at night
New Wyrdform encounter cards with new art
Wyrdform character boards that slot in/out
Art in general continues the Tainted Grail great quality
GAMEPLAY PROS — 2 New Characters
Iunis: Formorian Ex-gladiator fighter (used for campaign)
Feels physically bruising to use, hurt self to get benefits
Great if you like to have long sequenced encounters
Diplomacy has cards to get benefits if enemy is in grey or red zone
Can gain terror to heal, which is very useful after taking a beating
Thematic Downside: ending days in settlements gains terror (she’s an outcast)
Osbert: Trickster, Gambler, Bard
Crafts bombs/snares by spending energy, needs because 5 hp
Diplomacy grants options to go greedy:
gain wealth by resetting track (Risky Bet)
Roll a die to either get enemy activation, or uptick and draw cards (Stroke of Luck)
Can busk in parts of the story, or beg for money with skill
Rewards precise card play for risk lovers
New characters have own upgrade decks, skills, backstories (like usual)
Gameplay Pros - Wyrdform Cards/Skills
Nice progression to combat/diplomacy, adds diversity
Cost something to use, but are better especially in Wyrdness
New skills to use, but we didn’t get to use them
Gameplay Pros - Cleaning up previous prototype woes
Now 2 markers in chokepoint locations on the map, delays the random encounter more
Helps in later chapters where there’s more traveling
Self-reliant changed: Now gives decision to lose health or gain terror in order to gain energy
Can min-max 3 tracks more carefully now
Fixes Gerdwyn issue where she would easily max out on energy with self-reliant + eating
Gerdwyn “Fast Learner” is no longer terrible
now grants 2 magic + drawing 4 cards for encounter deck upgrade
Gameplay Pros - Previous Prototype Pros hold up across 5 chapters!
No more grind of encounters
Marking time passes on encounter sheet is great way to keep track of progress
Confining to certain sections of the map keeps chapters concise
Still locations to spend resources and energy to heal up, prevents ‘death spiraling’
Double-sided location cards continue to be relevant
A & B item decks are supplemented by C & D deck to keep pacing of item gain smooth
Gameplay Pro - Slight Spoilers on Claudyne (feel free to scroll down)
Fought in a different sense than previous review
Very epic
Has flavor text to read mid-fight
Has his own cards to play based off book of secrets
Hits like a truck, unlike before
Story Pros (MINOR SPOILERS: Feel free to scroll down)
Internal strife to find Arthur vs. going home continues to have repercussions
Far from feeling railroaded, so many branching story points in every chapter
Multiple times felt like “Oh, no going back from this decision now”
Chapters not as straightforward as they initially may seem
Doing something different in every chapter
Previous decisions continue to have effects on land in later chapters
Non player characters (NPCs) continue to fill the island
3+ choices for ally with at some point
Everyone could be doing the “right” thing, just depends on how you look at it
Some jaw-dropping moments in story
One chapter has firm nods to those who have good knowledge of the Fall of Avalon campaign
Rulebook Cons
Assume finished game will come with some fast start/setup to get Chapter 1 started faster
Chapter 1 currently does good job of getting people comfortable with game
Rulebook is like bloated reference at 40+ pages for simple gameplay loop
No rulings on whether or not you can show hands to each other during group encounter
General Component Cons
Eventually get a bazillion small cards in front of you, hard to forget/use certain things
No self included organization system
Difference between 2 of a trait vs. 1 on encounters is hard to see (empathy especially)
Skill tiles are hard to tell what attribute they belong to
Gameplay Cons — Elgan
Still has ability to make a Wyrdcandle that lasts 1 day (Waystone lasts forever, only 1 more magic cost)
Downside now punishes you for going into instant effects in Wyrdness (before used to be any Wyrdness)
So many Wyrdness spaces that have instant consequences though
Other characters don’t seem to hit as hard as this
Downside could be restricted to once a day
Gameplay Cons —Insane Condition & Multiplayer Woes
Going insane doesn’t do much outside of panicking during encounters
Possible energy loss while exploring isn’t that bad
Could be a type of insanity deck you flip for every day you’re insane?
Multiplayer playthroughs have lots of downside if someone isn’t in encounter
Gameplay Cons — Claudyne Fight (feel free to scroll down to avoid minor spoilers)
Should be able to adjust combat deck at least before boss fight
Boss reshuffles your deck, but on their terms and very slowly
Situation where forced to lose the fight, because not ready to fight him with a 11-13 card deck at that point in the game
Can’t run away from this one, get penalized for losing
Have to wait entire day to adjust combat deck
In story path I took, boss seems scaled around 2+ adventurers, really stretches you to do so much damage to kill it
Boss combat is cool, but seeing how TG is mostly about story, boss fights should be less punishing to lose (think of video game just restarting at a checkpoint)
Or bosses could just be easier to beat
Tentative Score
We’re giving out the same exact tentative score as a year ago! They fixed a good amount of things, some problems still exist, including those that are kind of inherent to Tainted Grail, and the cool new stuff from chapters 3-5 keeps up the quality.
The upgrades, asymmetry, NPCs, and STORY continue to be well fleshed out, and the mechanics are getting more cleaned up to get you to the cool story bits faster, while still requiring you to think about encounters and character resources. There’s SO much to explore with the log booklet, and you won’t have enough energy to explore everything timely, making the island continue to feel like a real place filled with danger and lore.
We obviously don’t know how the second half of the campaign is like, maybe encounters become doo doo, or some chapters could be filler? But with 2 more kings of ruin to face on 5 more chapters, we’re still optimistic that Awaken Realms can stick the landing.
And also just like we said the first Kings of Ruin review, they’re REALLY doubling down on the Tainted Grail experience to be with a smaller group, because my goodness there is SO much reading to do in this log booklet that isn’t a good to keep reading aloud. The original TG did have the app to help narrate verses, so that’ll probably be here for Kings of Ruin. Plus the inherent encounter system isn’t changed, so if you’re not fighting, you’re not doing jack.
Oh, there was 1 location that was pretty wack to me, and I wasn’t sure if it was because of my decisions I made up until then, I was leaning towards including it in the cons, but then I read the prototype notes and it said that was undergoing changes anyways, so more reason to be optimistic!
If you’re the choose your own adventure lover who loves to get lost in dark fantasy by putting your nose into a thick book of an unraveling world with all the cool minis and art, Tainted Grail delivers once again.