OBJECTIVE OF CALL TO ADVENTURE: The objective of Call to Adventure is to be the player with the highest Destiny score.  

NUMBER OF PLAYERS: 1 to 4 Players 

MATERIALS: 40 Experience Tokens, 24 Runes, 4 Player Boards, 12 Solo/Co-op Cards, 44 Hero and Antihero Cards, 91 Story Cards, 45 Character Cards, and Instructions 

TYPE OF GAMESet Collection Card Game 

AUDIENCE: Ages 13 and Up 


In Call to Adventure, players get to choose their own hero, building them throughout the course of the game. Players may use trait cards, or they may have to face various challenges in order to gain the abilities that they want to strengthen their hero. The more challenges they face, the stronger they become, but don’t forget, there is a breaking point.  


To begin setting up the game, remove all of the components from the box, separating the different decks. Shuffle the decks and place them in the middle of the table. The players will then begin creating their character. Firstly, each player is dealt 2 Origin cards, 2 Motivation cards, and 2 Destiny Cards, choosing one of each card to keep. The remaining cards are removed from the game.  

The players are then dealt their Hero cards, forming their starting hand. Players should ensure that their cards are hidden from the other players. Each will then collect three Experience tokens. Everyone will begin setting up their playing area by placing their three chosen cards in front of them on their player board with the Origin card face up to the left, the Motivation card face up in the middle, and the Destiny card face down on the right. The corruption tracker should be placed on the neutral space, as the heroes are not corrupted yet.  

Beside the three decks that are in the middle of the table, a row of cards is laid out. In a two to three player game, four cards of each deck are laid out beside it. For a four-player game, five cards from each deck are laid out beside it. All of these cards will stay face down for now. The rune tray will be placed within each of the players, with all of the runes in it. The game is ready to begin. 


During a turn, a player can choose to either face a Challenge or gain a Trait. In order to acquire a trait, the requirements on the card must be met. Trait cards will change a character’s personality and life experiences. The trait cards are placed underneath the destiny, with only the top showing.  

When a player chooses to attempt a challenge, they will cast runes. In order to attempt a challenge a player should check the difficulty, declare the path that they will take, and gather their runes.  

Players may also go on journeys, play card effects, or play hero and antihero cards. Most of these cards specify when they can be played, and the players must follow the rules found on the cards. When there are no more actions that can be taken, the player will end their turn.  

Once a player has placed three traits or challenge cards underneath their act, they must end it. They are unable to gain traits or face challenges. In order to begin the next act, the next row of cards must be played.  


 The game comes to an end when a player acquires three cards underneath their Destiny card. At this point, that player is done, and each other player will get one more turn. After everyone has taken their final turn, the winner is determined. Players will tally their Destiny points, points earned in stories, points for unspent experience tokens, hero cards, antihero cards, and triumph or tragedy points. The player with the most Destiny points, wins the game.  

Ellie Phillips
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