Gary’s Multiplayer Offline Battle Arena – A Dungeons & Dragons: Trials of Tempus Review

Trials of Tempus is such a magnetic design. It’s also a game hindered by the circumstances of its release. I saw the announcement and it took some effort to overcome the malaise associated with the Dungeons & Dragons license. It required even more work to move past my confusion on why Wizkids would release another competing skirmish game after dropping Onslaught just two months ago. Ignore the interference. ToT is a killer title.

Where Onslaught feels harmless and typical, Tempus feels sharp and thrilling. Take the pitch. Instead of the expected one-versus-one skirmish format, this new offering is a team game. Each player controls a single D&D-style hero. Ya know, your rogue, fighter, wizard, and such. Then you divide into two teams. It’s like Kickball, but instead of a soft rubber target you’re aiming for your buddy’s hard fleshy noggin. It goes all the way up to four versus four, which is surprisingly delightful.

But you’re not just trying to stab and set each other aflame. You’re trying to sneak around the board and loot chests. You’re sucking magic from ancient pillars and collecting rare herbs. You’re turning neutral kobolds to dust and spitting in the eye of a giant. You’re doing all kinds of inventive and wild business.

The characters themselves are also a treat. You build a protagonist from multiple sub-decks, choosing class specializations – like ‘thief’ and ‘divination’ – as well as one of the prescribed asymmetric characters. Each of these decisions alters the ability mix in your cards, forming a rather interesting pre-game draft where players alternate building their team based on the randomized objectives for the session. No matter how far we stray, it always comes back to playground politics and the suppressed self-esteem of being chosen last. I feel you, cleric.

Another thing I can appreciate, this game is not afraid of letting you show off. The abilities are actually significant. Most designs play it safe. Typically, the difference between a sub-class would be a nudge of a modifier. Here, there are dramatic and highly effective powers.

Let me tell you a story about my first session. We were all new to the game, doe eyed and unsure of what lie in these decks of cards. The poor little halfling wizard was the first to find out. My thief vaulted over a ruined wall and backstabbed him for massive damage. He didn’t see it coming.

These moments are all over. The first time someone gets one of their precious loot cards stolen is just hilarious and mean. Two adjectives that come up often in this game.

Speaking of loot, what a concept. There are treasure chests scattered across the map full of temptation. You can pilfer the contents and draw a magical item. Of course, these beauts aren’t boasting conservative options. How about summoning thunder with a hammer and blowing the dumb Monk apart. Or what about befriending one of the wandering monsters and having them fight for your side. Wonderful stuff.

More interesting is that each loot card is a victory point. So, what happens if you grab a whole bunch? You’re a one-person army, able to scorch beasts and toss aside foes. You’re damn scary.

But you’re also a huge standard in a game of capture the flag. If an opponent can gank your sorry bottom, then you drop all of that loot and the victory points actually transfer. It’s unsettling in its allowance for dramatic, game altering tilts.

The combat is simple but excellent. The resolution is just a straightforward D20 roll against target numbers on your card, but the circumstances surrounding the scuffle are compelling. There’s a tenuous dance of pushing beyond the mid-way point of the map and into your opponent’s backfield, which contributes to the MOBA-esque feel of Trials of Tempus. There is definite tension when you go off on your own, concerned a foe will pull out a massive string of movement or perhaps even teleport. If you go beyond your safety net, you risk slaughter and dropping any treasure you wield.

The map’s dynamic and lively nature also contributes to the MOBA-ness of this thing. Neutral foes attacking those who come within reach, various objectives to shoot for, hot spots and soft alleys to slip through. It’s all fantastic and executed skillfully.

On the whole, it feels strikingly unique. It’s not quite Guards of Atlantis or Rum and Bones. It’s not fully a skirmish design either. It boasts an untamed spirit akin to an indie game like Dark Venture: Battle of the Ancients or perhaps the old standby Wiz-War. It values creativity and drama in play.

It also feels tethered to its Dungeons & Dragons IP at times. You roll a D20 for initiative and attacks. Abilities are often named after those in the 5th edition of the RPG, and the monster and character options reflect the setting. Oddly, while I don’t find any of these features inspiring, this linkage doesn’t detract or harm the actual experience of play. There are enough unusual gameplay elements that the game’s ethos is singular and separate from the longstanding roleplaying game.

Deluxe, prepainted edition shown. The standard edition includes unpainted miniatures.

There’s really so much to adore in this design that it pains me to confront the elements which nearly kill it. My first play of this was so fascinating and wonderful that I felt like it could be my game of the year. Not merely best up to that point in time, but actually having a legitimate chance of being my favorite title of 2023 when the calendar turned.

Then we hit the closing act.

First of all, the game shifts drastically when one team hits 10 victory points. A massive monster spawns in the center of the map and tears things up. The giant for instance hurls boulders and bashes fools like little bunny foo foo. It’s a honkin mini and it’s a real threat if you get close.

The real travesty is that you don’t need to get close. This boss serves the function of end game trigger as the proceedings don’t wrap until the boss is slain. Unfortunately, that’s the only incentive to attack it. So why would you?

In the abstract, it does make sense to kill the monster if your team is winning. Seal the conclusion and walk away victors with a pint in your hand, hell yeah. But while you’re attacking this colossus over several rounds and having your brain busted like an egg beneath a rock, the opposing team is scooting around and earning more victory points. Finish the beast now and it’s like scoring an own-goal.

It’s baffling. Instead of dedicating any characters to crowd control, you should be maximizing your own scoring and ignoring the boss, as this unit of a creature offers zero reward. This is awful. I don’t know how it escaped development.

I can speculate, so let’s.

It really feels like the group of designers playtested this within a closed circle. Players behaved a certain way, attacking the final monster because, well, it’s fun. But desired behavior needs incentive. Many will never engage in such frivolous activity because it’s not actually encouraged by the framework of systems. That’s a massive problem.

What’s bizarre is that the character death mechanism functions so smoothly. There is a sense that the designers understood how to incentivizing risk and reward in terms of pursuing the objectives and player versus player conflict, so it’s truly confusing how it cold be overlooked in this important context.

I think it can be fixed. I have not noodled around with this too much as I examine games based on the rules they’re designed with, but adding a timer to the game would likely clear up the most painful aspects. Playing to 15 victory points or 12 turns for instance would alleviate the interminable third act which drags on otherwise. The game would close in roughly 90 minutes and keep to its calculated thrills. But we shouldn’t have to house rule this or alter the ruleset. It’s also unfortunate that you’re still best served ignoring the creature and taking cover, which seems counter to intent.

To a lesser extent, there is also a smidge of an issue with pace. Players, particularly those new to the game or prone to over-analysis, can really kill the momentum. Since it plays best at six or eight participants, a cohort of slow players can really cause an otherwise brisk experience to drag. It reminds me of Long Shot: The Dice Game in that someone stepping up to guide everyone and act as a GM of sorts is absolutely necessary. You need to keep people on task and focused, pointing out when it’s their turn to act in the initiative order. When the group is immersed and committed, it’s an absolutely wonderful dynamic that supports various team approaches and strategies.

There are other little things to be picky about. It takes a very long time to setup and put away. The play surface should have been a standard folding board instead of a pile of tiles you have to assemble and then be careful not to bump during the game. There are also far too many tokens of all sorts. It also has an enormous footprint.

Yet, if I can extricate the failure of the climax and ignore that unsightly blemish, then I can readily say that I adore this game. I’ve glossed by details such as upgrading the cards in your deck every time you re-shuffle, or that this game has one of the best event decks in the history of the mechanism. The calling card of absolutely wild and ludicrous happenings is extended here, with choice cuts such as characters randomly teleporting around the map, elite monsters appearing, and an entirely new victory condition possibly entering play. It’s absurd. And I love it. Mostly.

 

A review copy of the game was provided by the publisher.

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  21 comments for “Gary’s Multiplayer Offline Battle Arena – A Dungeons & Dragons: Trials of Tempus Review

  1. Marc's avatar
    Marc
    June 12, 2023 at 10:15 am

    Dang, shame about that ending.

    Seems like you could either do a set number of turns after the boss appears – grab your stuff and get out alive. Or make killing the boss worth a bunch of points or treasure – worth risking it if you’re behind.

    This does sound a lot more interesting than Onslaught, though, with less faff.

    Liked by 1 person

    • Charlie Theel's avatar
      June 12, 2023 at 10:18 am

      Yes, both could work. The issue with the second option is that you risk making all of the other points inconsequential if the boss is worth too much.

      We also discussed awarding X points everytime you hit the boss for 10 damage (an uncommon but not rare amount).

      I think just playing to 15VP with the boss still coming out at 10VP is likely the cleanest and best solution. You don’t need to defeat it, but it will cause chaos and wreck characters.

      Like

      • Marc's avatar
        Marc
        June 12, 2023 at 10:46 am

        The Golden Snitch problem. 🙂

        What happens when a character dies?

        Like

        • Charlie Theel's avatar
          June 12, 2023 at 11:22 am

          You basically have to go down to two cards in your hand and respawn immediately at your corner of the board. It’s not a big penalty at all, no turn lost. It is very bad though if you have a bunch of loot, since loot is worth VP and you drop it.

          Like

      • Thor Knai's avatar
        Thor Knai
        June 17, 2023 at 4:56 am

        This was tested, and works to some extent, but it didn’t feel conceptually right and usually just kept whoever was in the lead, in the lead. The current version chosen partially for it’s built-in catch up mechanic. It becomes a balancing act of committing resources towards boss kill vs. keeping VP lead. And of course, giving the other party a chance at an upset.

        Like

  2. cdennett's avatar
    cdennett
    June 12, 2023 at 10:19 am

    Clearly not having played the game or read the rules, would assigning a hefty amount of victory points (I dunno, say 3-5ish) to the team that defeats (killing blow?) the big bad at the end potentially solve the issue of it being more valuable to avoid it? Seems like it would provide a dominant team a reason to end it quickly, or a behind team a desperate means to come back. At the very least, you’d think at least one team would be interested in attacking… Can’t speak to balance, and it’s a shame you have to house-rule out-of-the-box like this, but it sure sounds like there should be an relatively easy adjustment here.

    Since there are likely going to be some fence-sitters on this, be sure to let us know if you decide to try something to fix the endgame.

    Liked by 1 person

    • Charlie Theel's avatar
      June 12, 2023 at 10:31 am

      I’m not sure that’s enough. It may be though, depending on the other objectives.

      BUT, I would argue that doesn’t really fix things. Now, the optimal play is to wait and gain VP while another team whittles it down, and then go in and compete for the kill when it’s almost dead. It will come down to initiative most likely on the turn it’s about to die.

      The bosses have enough health to withstand, 8-10 hits (some attacks will miss). So you’re talking multiple rounds before it’s dead.

      We thought about trying a VP for every 10 damage your team does, but that seems to complex.

      Another idea I had was that every round your team does not attack it at least once, you receive a shame token. Each of those is -1 VP at game end. The game could still drag on though if people are just burning weak attacks on it. You could supplement this with it bleeding off life each turn via a die roll.

      Like

  3. Thor Knai's avatar
    Thor Knai
    June 17, 2023 at 4:51 am

    Hey! I’m the lead designer on this. Thanks for the review! I’m glad you mostly enjoyed it and thanks for the feedback!

    We tried all of the above suggestions. Here’s what we found.
    – If the boss awards points, there’s even less incentive to bring them down, because the team behind will do even less quest work and just try for a kill-steal.
    – If the boss rewards scaling VP, like the quests do, it becomes impossible to catch up, since you can focus the boss faster than the other team can complete other objectives.
    – Not having a boss at the end/adding a turn limit leads to clear leaders/probable winners midway through.
    – In our testing, killing the guardian is actually pretty quick, and doesn’t need to involve the entire team, who can continue hunting for other VP while helping with Interactions, etc. As far as incentive goes, “winning” was the best we could come up with that felt fair. Yes, you can stay away from the boss and not end the game, but both teams will end up with the same amount of VP from the quests +/- loot, so stalling doesn’t actually help. When/where/how to strike at the boss while keeping your VP lead is a major part of the endgame. That said, the goal was to make it come down to the wire, keeping the game intense until the very end. Once the game is more familiar, knowing what guardian awaits at the end helps inform hero deck draft choices etc… meaning you can spec into whatever helps kill a certain boss faster, which hero combos will work better to counter each bosses offensive options etc. To us, that part is really interesting.

    That said, when time was an issue, we would often set a round limit and just tally points at the end of X round. Should probably have described such options in a sidebar in the rulebook. 😉

    Sincerely,
    Thor

    Liked by 2 people

    • Charlie Theel's avatar
      June 17, 2023 at 8:41 am

      I appreciate the response Thor.

      My experience is that the boss dies very slowly at lower player counts (2v2), and feels like it should have scaled based on player count. I left this out of the review because it’s more of a sub-point to my greater criticism.

      Even at larger player counts when it felt better, no one has been winning by a large margin when the guardian has appeared. If the delta between teams was higher, it would make sense to try and down the boss in a couple of rounds. But when you’re leading by just two points, it just doesn’t make sense. If the timing of treasure chests or minions respawning aligns with the guardian appearing, it makes no sense to go for the guardian unless you have a substantial lead.

      Everytime a team went for the guardian in a close game, the gap narrowed and the leading team did not have the time to stay ahead. They realized their mistake in attacking the guardian and backed off, or found it too late and the other team stole the victory.

      Perhaps we’ve been unlucky with teams being within a couple points when the guardian appears?

      I’ve played it four times for what it’s worth, hitting every player count.

      Like

      • Thor Knai's avatar
        Thor Knai
        June 17, 2023 at 6:24 pm

        Thanks playing through it several times!

        The teams do tend to be within a couple of points, that’s as intended. However, this doesn’t change much, your team can go for more points first, but the other team will too. The balancing act of either all-inning the boss for an attempted quick kill, or split focusing to stay in the lead or just prevent the other team from completing a crucial objective is where we find much of the fun in it. I do understand that it can be frustrating to lose when you’ve done 80% of the boss dmg, then the other team swoops in with a big quest and takes it. Definitively not perfect, but in testing, the current version felt more intense until the end and overall more fair than the alternatives. You’re right that it might be a format problem, but we were unwilling to let go of the idea of the trial guardian being the endpoint in some way.

        Again, I really appreciate your feedback!

        Liked by 1 person

        • Unknown's avatar
          Anonymous
          October 9, 2023 at 10:04 am

          Obviously I haven’t played it yet but the final blow to end the game does feel like an issue.
          I personally don’t like to house rule games as I accept the “hopefully” thorough playtesting of games will have come up with the best solution.
          However, whilst I remain keen to get the game, I do feel like trying a “fix” straight away.
          I don’t think I would have a problem recording the damage each team inflicted. Then you could give a small number of vps based on the disparity, on a sliding scale.
          This would mean that the team behind would have to commit some attacks to contribute to the kill whilst also seeking others sources of vps …..or even go for the kill if it might win the game.

          Ian

          Liked by 1 person

          • Charlie Theel's avatar
            October 9, 2023 at 11:08 am

            There’s an identity problem with rewarding VP based on boss damage like this. Too little VP rewarded, and the team which ignores the boss to accomplish objectives will have a big advantage. Too many VP and the game then comes down nearly entirely to the boss fight.

            I think this may work, but there really needs to be a time pressure element as well.

            Like

            • Unknown's avatar
              Anonymous
              October 9, 2023 at 1:18 pm

              Part of the problem is always that, with so many great games, if a game doesn’t impress the group with one or two lays then it can quickly be gathering dust.
              Also, on a club night, we can’t cope with games that run long.

              My perceived issue based on your review is that, unless one side has a significant lead, there may be no desire to end the game. This won’t work for us.
              Playing to say 15vps apparently has issues of no catch-up and the boss being ignored.

              So it seems like killing the boss needs to be somehow involved but rewarding just the final blow feels fraught with issues.

              I want the game …. just concerned it might flop first time out.

              Like

      • Ben Rubinstein's avatar
        Ben Rubinstein
        June 19, 2023 at 4:36 pm

        Very interesting! I was very intrigued when I figured the major issue with the game could be ‘solved’ with some house ruling. But after reading Thor’s comments, it’s seems that’s not the case. Damn shame, because this is PRECISELY the type of game I’m looking for (3v3, 4v4, players in < 2 hours).

        Liked by 1 person

        • Thor Knai's avatar
          Thor Knai
          June 19, 2023 at 4:46 pm

          Haha, talked you out of it, did I? I think it’s still worth a shot if this is your type of game, as you say! For speed, I recommend you “homebrew” the boss popping earler, as in after 8 or even 5 VP, instead of 10. You could even give the team that causes the boss to pop a 1 or 2 VP reward, to give them a slight bit of headroom to focus it down. Still giving a catch-up chance for the other team, but giving some immediate incentive to try for a quick kill. 😉

          Like

      • Unknown's avatar
        thorknai@gmail.com
        June 19, 2023 at 4:51 pm

        You mentioned something earlier that might be a very interesting take. If a round ends and a team has not damaged the boss in that round, they lose 1 VP (after the boss has spawned). This effectively forces a takedown within a certain amount of time (though healing the boss to buy more time is totally allowed).

        Potentially very clever.

        Like

        • Unknown's avatar
          Anonymous
          October 9, 2023 at 9:46 am

          I would think that reduces the catch-up mechanism, particularly with low player counts, if the side behind in points has to commit a character to keep attacking guardian so as to not lose points

          Liked by 1 person

  4. retrok's avatar
    retrok
    October 16, 2023 at 3:54 pm

    Suggestion for an earlier end:
    At the end of each round after the boss has spawned, roll a die. The boss receives that amount of damage. If it is killed, the last player that dealt damage to it is awarded the last hit (as an incentive to deal at least some damage).
    This would also make the end a bit more exciting due to the random factor, but atoll sonewhat predictable.

    You could chose the die (or dice) depending on player count and how fast you want it to end. For example, 3/2/1 D6 dice for 4/6/8 players.

    Like

    • Charlie Theel's avatar
      October 16, 2023 at 4:04 pm

      Yes, I suggested a similar option earlier. I think bleeding damage off the boss is a good solution, although inelegant.

      Like

      • Unknown's avatar
        Anonymous
        October 16, 2023 at 4:41 pm

        We thought a lot about this, and the most elegant option we came up with is in the official errata. I’ll link it.

        https://boardgamegeek.com/filepage/262680/trials-tempus-errata-2023-07-26

        At the end of the doc are a few optional tweaks for faster gameplay and dealing with the Guardians. Here’s the easiest one:

        “Trial Guardian Round Victory Point: At the end of each round, each team earns one victory point if they damaged the Trial Guardian this round, regardless of damage dealt.”

        Liked by 1 person

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