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Fantasy Rivals

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Fantasy Rivals review:




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Fantasy Rivals is a free-to-play browser-based multiplayer collectible card game developed by Boostr, creator of the famous TCG Urban Rivals. The game features hundreds of heroes to discover, epic quests to complete, and the opportunity to meet players from all over the world. Players will get powerful heroes and level them up to face their opponents in intense strategic battles.


Rhynn is a land ravaged by conflict and eroded by the ancient magic of the five Chimeras - divinities freed from the yoke of the cruel Titans. The world is bruised by the betrayal of the Serpent and sixth Chimera who, through her treachery, scattered not only her own essence but also that of her sisters to the very ends of the universe. It is a place where destinies are forged by the holy sword and through the flames of the darkest forms of magic.

The time of the gods has come to an end and now it is the age of man. At the dawn of its ultimate battle and following a thousand-year war, the clash of weapons once again rings out across Rhynn. It is said that a hero blessed by the Chimeras will rise up, a champion who will unify the people of Rhynn…


- Fun and addictive gameplay based on strategy and bluff

- 6 rival factions from the Island of Rhynn

- Hundreds of powerful heroes to build up an army

- 3 PvP-oriented game modes: Training, League, and Classic

- Rankings in various leagues

- No download required

- Completely free-to-play


In Fantasy Rivals, players will build a team of heroes that they then lead into battle to become the greatest warrior in the world of Rhynn. They will build decks, go head-to-head in battle and evolve their heroes after countless rounds with fierce opponents while all the while uncovering the secrets of Rhynn's past in order to forge its future.

A game consists of four rounds, during which the player’s heroes and those of the opponent compete against each other in duals, in which players will gamble on the strength of their hero. A hero who wins a dual inflicts damage on the opponent's life points. To defeat their opponents, players must either reduce their life points to zero or finish the game with more life points than them.


There are six opposing factions in the world of Rhinn:

Abyss - The legions of the depths prepare to unleash themselves onto terra firma. From deep in their laboratories, the scientists of the Abyss are creating creatures with imagination-defying psychic powers designed to serve up the world as fodder to Kraken.

Alliance - The disciples of the Unicorn possess the slow-burning wisdom of the oak and the brutality of the turbulent torrents. Keepers of ancient knowledge, they do all they can to protect nature from the scourge of war and if needs be with the help of their crossbows and swords.

Draken - Sons of the Dragon, the Draken of the mountains are described as savage, strong, undisciplined and aggressive. Surging forth on the heels of their champion, they are the magma that consumes the fields and farms, leaving in its wake rivers of burning blood.

Empire - Out of the cinders of the war against the titans rose up the legions of the Phoenix, united by faith and guided by light. The Cacicium of the Prime Glow reigns over the Empire from his golden fortress, awaiting the day when a new emperor will rise up.

Shadow - Servants of the Serpent and shadows among shadows, they sow seeds of chaos in the hearts of men. They can easily worm their way into the alcoves of power as into the most foul-smelling taverns, and all with one aim in mind: to bring the world to its knees, consumed by its own folly.

Spectre - Hidden in the innermost depths of the dark palaces, the lords of death rip their accursed and deformed armies from their tombs. Swathed in the foul-smelling essence of the Raven, they ravage the land of the living in a voracious quest for power.


The game already features a large variety of heroes players may choose from to build up their army. New heroes will be added twice a month. Each hero belongs to one of the six factions and has their own style of play and special abilities. They come in four rarity degrees, ranging from common, uncommon, rare to epic, and are characterised by their own distinct background as well as by life points, power, attack, damage value and poisoning bonuses.


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1 Comentarios de Fantasy Rivals

  1. Sacrificial

    Fantasy Rivals, despite being the successor of Urban Rivals, has failed to deliver a compelling enough game to truly come into its own. As a player who has reached diamond tier in league and collected several of the rarest Epic cards, here is my honest review of the game.

    Launched in 2013, Fantasy Rivals has had every opportunity to differentiate itself from the TCG/CCG genre. It certainly has an intriguing premise in its purported offering of psychological play. Unfortunately, the game’s declining player base, poor tournament showing, and inactive forums ultimately belie its lack of popularity. Why is this the case?

    Let’s start with the game proper. The premise of psychological battle between strategic players is a false one. The game is inherently unfair and pay-to-win because certain Epic cards have tremendously overpowered abilities that are difficult to counter. It is possible to lose 3 rounds out of 4 and still win with an Epic card such as Oljaneik which can create a winning gap of 9 up to 15 with fury. Other Epics like Deelenar, Miselai, Gladia, Noeptus, Patrician are guilty of the same. Unsurprisingly, these Epics typically cost more than 300k gold on the market, which is a grind for any casual free-to-play players. For reference, each winning battle gives 5 gold. It is possible to get jewels from missions and daily league battles in order to open booster packs for the chance to get Epics, but the grind remains odious. Playing as a beginner often means losing again and again against decks that are vastly more powerful and more expensive, with little outplay potential. This is the very definition of pay-to-win.

    Because of the low population base, the matchmaking system is wholly unbalanced. Beginner bronze players under level 10 can be matched against diamond or master-ranked level 50 players. As can be expected, the experience is very frustrating and discouraging. This is the norm across all three competitive modes – melee, league and tournament.

    The tournament is a time-limited mode that alternates between Epic and Epicless rules. This mode is fundamentally flawed. It exacerbates all the worst aspects of the game. It allows players to form decks from the most overpowered cards across all extensions. New players do not stand a chance and should avoid this mode at all costs. The low population virtually guarantees that they will play against the same players and decks over and over. Experienced players know to “farm” this mode which has caused severe price inflation in the already unpredictable market.

    The game has badly designed UI. There appears to be no desire or no manpower allocated to game infrastructure or coding. This is why there are game-breaking bugs that have existed for months, why much sought after features like guilds are nowhere on the horizon, why tournaments cannot be redesigned, and why there has been no significant change to the UI design and implementation in forever.

    There is lack of communication and adherence to development schedule as promised. Deadlines for the release of information on the most recent Cinderpeaks extension have come and gone. Staff has promised mission overhaul, improved tutorials for new players, but all these and more have not materialized.

    Ultimately, the game does not seem inclined to attract and retain new players. Instead, the push for the new extension rather than to address more pressing structural problems suggest a last-ditch cash grab from old players. I am not optimistic about the long-term potential of this game.

    In short, keep away, far far away.

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