The players first decide on an adventure book and everyone selects a hero, each with their own unique skill sets. When the players turn to the first page of the adventure the journey is on. Some pages present dilemmas or puzzles, where the players will choose between several options, that will affect the story. Other pages hold encounters, where the players need to defeat enemies in order to proceed. Moreover, each hero will have their own personal story, which the player seeks to fulfill.
The encounters are quick and tactical, and based on a 2D system where positioning is vital, inspired by PC games like Darkest Dungeon. Each hero is placed on hero-positions 1 to 4 and the foes are placed opposite on enemy-positions 1 to 4. Based on initiative, the hero or foe selects a skill that is playable from that position. E.g. the minotaur’s cleave skill can only be used from hero-position 1 and will deal damage to enemy-position 1 and 2.
The effect of a skill is influenced by three factors: The skill’s level, cubes that exit the cube tower and how the player decides to amplify the skill. Throughout the encounter, heroes and monsters will toss cubes into the cube tower when using skills. The cubes that come out can be used as damage or to amplify future skills depending on cube-type. Amplify effects can be as simple as adding extra damage, but can also more complex and radically chance what the skill can do.
After the dilemma or encounter is cleared, the players gain rewards and upgrade their skills, before turning to the next page of their adventure.