Fantasy wargames have a sad history of being far too much wargame and not enough fantasy, tired repetitions of stacking limits and zones of control but with dragons in place of Panzers. Adventure board games, in a similar vein, have always struggled with the inherent problems of making a genre that celebrates individual achievement and massive power differentials into an interactive, strategic form. Runewars seems like Fantasy Flight’s attempt to solve both these problems at one stroke.
Players pick a side, build a board and launch into a fast-paced cycle of season-based turns in an attempt to conquer as many dragon runes as possible. There are various routes for doing so. The time honoured method of annexing territory from your neighbours is one, and that’s your fantasy wargame. Slipping hero figures silently through the massed hordes of your opponents to fulfil quests in different territories is another, and there is your adventure game. Finally there are various events and auctions that can occasionally be manipulated to gain a rune and that’s pure Fantasy Flight, an uneasy but often brilliant mish-mash of old-time game theme with modern-style mechanics.