---
product_id: 109646839
title: "Call to Adventure"
brand: "brotherwise games"
price: "₩125620"
currency: KRW
in_stock: true
reviews_count: 9
category: "Brotherwise Games"
url: https://www.desertcart.kr/products/109646839-call-to-adventure
store_origin: KR
region: South Korea
---

# 20-30 min solo gameplay sessions 150+ fully illustrated tarot-sized cards 24 custom polished rune tokens Call to Adventure

**Brand:** brotherwise games
**Price:** ₩125620
**Availability:** ✅ In Stock

## Summary

> 🎲 Forge your legend, toss the runes, and never miss the adventure!

## Quick Answers

- **What is this?** Call to Adventure by brotherwise games
- **How much does it cost?** ₩125620 with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.kr](https://www.desertcart.kr/products/109646839-call-to-adventure)

## Best For

- brotherwise games enthusiasts

## Why This Product

- Trusted brotherwise games brand quality
- Free international shipping included
- Worldwide delivery with tracking
- 15-day hassle-free returns

## Key Features

- • **Stunning Visuals:** Tarot-sized cards with breathtaking artwork that doubles as collectible art
- • **Epic Hero Creation:** Craft your unique fantasy legend with every card drawn
- • **Solo-Ready Adventure:** Perfect for busy pros—quick setup and engaging solo play in under 30 minutes
- • **Immersive Storytelling:** Shape your hero’s destiny through rich narrative-driven gameplay
- • **Innovative Rune Mechanics:** Toss and collect 24 custom runes for strategic depth beyond dice

## Overview

Brotherwise Games Call to Adventure is a visually stunning, narrative-driven card game featuring over 150 tarot-sized illustrated cards and 24 custom rune tokens. Designed for 1-4 players but optimized for solo play, it offers quick 20-30 minute sessions where players build unique fantasy heroes by overcoming challenges and crafting their own stories. With innovative rune mechanics replacing dice and a rich replayability factor, it’s a must-have for millennial professionals craving immersive, portable RPG experiences.

## Description

Choose your path, cast the runes, and make your fate in this exciting game of Hero building and story telling.

Review: So much fun . . . - I was hesitant about buying this as it looked complicated and I prefer simpler RPGs to play (like Tiny Dungeon, or Wrath of Ashardalon), but after buying and playing it I am very happy. This is such a fun game! I play it solo and have played it every day, sometimes multiple times a day, since my purchase. I'm a fantasy writer so I bought it more for the storytelling aspect it affords, though the game itself is really fun. The only drawback is that I've played it so much that drawing the same cards is starting to get a bit repetitive (I wish they had some expansion packs available to buy and add more cards to the game, but alas . . .). Thankfully I also bought Call to Adventure: Epic Origins with it so I'm going to transition soon to Epic Origins, which has an even more in-depth solo play rule set (I watched a ton of YouTube playthrough videos before my purchase as a precaution) though they otherwise play the same but with a tad more influence during the game with the Adversary (in the original, you fight the Adversary at the end of Act three with solo, but in Epic Origins you fight them at the end of Act two then turn their card over, which increases their stats, and you then confront the stronger version of them at the end of Act three). It might look complicated at first but it's really simple once you learn the rules, which only takes a couple of games. My first two games took me about 45 minutes to an hour while I was learning the rules and taking it slow, but now it takes me about 20 minutes to half an hour at most to solo play one game. Setting up the game and putting it away is a breeze and only takes a minute or two. The rune system instead of dice is original and fun, as well it adds many avenues as to how you are going to play: should you chase down more runes to help you during the end game fight first, or go for points and matching symbols then go for the runes? The artwork on the cards is fantastic, and it's fun piecing your story together as you play, which is the main reason why I bought it. *NOTE: There are multiple versions of this game, as it was updated several times over the years since its original release. I have the latest version which has a slight bit different rules for solo play than the original as well some different cards. Remember that if you watch YouTube videos before buying because you might get a different version than what was played in the video. I actually thought I was missing some cards until I Googled and discovered I had the most recently updated version, lol. The original and the updated versions have a bit different rules for solo play, too (the Adversary is easier to fight at endgame in the Original and in the updated version they are much harder). All in all I highly recommend this for the solo RPG'er (I haven't played it with anyone else and don't plan to; my schedule is too wonky for party plays of it). Just know that there are several repeat cards in Call to Adventure and Call to Adventure: Epic Origins and if you are conflicted as to only buying one then I recommend buying Epic Origins as it has a more in-depth solo play rule set, especially so how the Adversary affects your game (the Adversary affects your game throughout much more in Epic Origins). You really only need one of the two, but I bought them both together anyways. And yes, you can mix the two games together, though not all of the cards from both as again there are some repeat cards from the original that are in Epic Origins. One negative of Epic Origins is that the experience tokens are just cardboard chits whereas in the original Call to Adventure you get nice little plastic red chits. **Just a tip/reminder: During solo play you calculate your Destiny points BEFORE you confront the Adversary at endgame because if you come in under a certain total then the Adversary gains more experience tokens before the final fight, raising their hit point total and thus making them harder to beat. I mention this because I've watched a ton of playthrough videos and people seem to forget this part, and it's important during solo play especially.
Review: Gorgeous artwork but very meh rulebook - 1-4 players, Competitive, Rune Tossing Set Collection Overview of Gameplay Call to Adventure has brave players creating an interesting and unique fantasy “life” for themselves. Players will create this legacy by completing certain tasks and card-based adventures and adding those teeny bits of stories to their own player boards. Which in turn not only creates an interesting storyline for your character but also makes them more powerful in the form of adding more runes that you can use to defeat later cards that can be added to your collection. Your character can also sway into the light or dark, kinda the good and evil aspect, and with that brings about other things. Certain cards can only be acquired if your character is a certain level of good or evil and of course said cards will give certain abilities based on those specs. Once you have acquired a certain number of cards to build up your first of three card sections on your player board you can move right along to part two of your story. This unlocks the second section of cards that you can try to acquire that are stronger. Phase three usually sees you challenging monsters and diabolical creatures as you have grown even more powerful but of course there are challenging adventures awaiting as well. Once players have achieved the allotted card assignment, they count up their respective destiny points and whoever has the most points wins! But of course, for me this game is ALL about the journey and not the destination. I personally don’t even bother counting up the end points unless I’m doing a solo game. Components/Game Board The components are pretty hit or miss here. The player boards are a pretty thin cardboard and are prone to warping. The cards are also pretty thin BUT the story cards are tarot sized which I prefer greatly in this case. There are some little red plastic destiny tokens that are borderline low quality. They are also hard to pick up when flipped over as the angles are super smooth. On the other hand, the rune tokens are amazing. They have a really nice polished feel to them and the symbols on them are each unique and interesting looking. They have a good weight to them as well and feel great when tossed on the table with their rounded edges. The “clink” sound they make when coming into contact with each other is mesmerizing. Box/Storage The box and insert is…ok. There is a plastic insert, which I do appreciate, HOWEVER it doesn’t keep the cards and tokens secure if stored on its side. I hate pulling out a game with an insert and seeing all the cards mixed up and the plastic tokens scattered all about. Visual Appeal /Theme Now this is where the game just knocks it out of the park. The artwork is STUNNING. Hats off to the artist here because this is some of the most eye-catching artistry I have come across in board gaming. Each card has a unique picture emblazoned across it. This is yet another reason why I like the tarot cards so much in this game, because you get more picture. I mean there is a title for each card basically summing up how your character is growing but the artwork EASILY tells the same story and more. If nothing else pick up this game just to appreciate the little miniature works of art. There are many pieces in here that I wish I could just blow up and make full sized posters they are that good. As far as the theme it is a pretty generic fantasy story you are living. That said, the WAY you are experiencing it makes it more worthwhile than a typical fantasy game theme. If you tossed in these stories into any other board game, it would be bland. But here, you actually decide HOW you want to evolve your character through these little stories. That makes them feel more personal and interesting. Rulebook I had such a hard time with this rule book. The layout is pretty shoddy and there are missed explanations all over the place. For such a simple game to play this rulebook has to be one of the worst I’ve encountered in explaining exactly HOW to play the game. Many a time did I visit the internet to find rules explanations. After I finally got it all down I sat back and was perplexed at how simple this game is and yet how hard it was to learn from those rules. Player Interaction/Fun Factor Not much here really in the form of player interaction. I mean yes other players can and will take cards that you were eyeing but really everything you do is going to affect your own character and nothing more. It’s more like who can do these things FIRST and get the points, almost like a random race game. That said, I had a bunch of fun playing this and creating characters and seeing them grow. Optimal Player Count/Replayability Personally 1 or 2 players would be ideal. The solo game is fun with you going up against a particular boss creature so you are trying to build up your character a certain way to more easily take them out at game end. At two players you have a bit of competition with the card selections and the end game scoring. Replayability is good since there are a plethora of different starting cards to choose from to start you on your journey. Not only that but you never see all the cards for each act so each time you play you’re bound to come across new cards that you haven’t seen before. Solo play is especially replayable as there are a bookoo of different solo bosses to go up against that are all completely different. Positive Final Thoughts Omg the artwork, *drools*, so amazing. That combined with the variety of different cards that can show up lends to some great and fun replayability. Not only that but the game is genuinely FUN as you adventure and make a name for yourself whether for good or evil. The rune casting is also really good! Negative Final Thoughts The rulebook is terrible and some of the component quality is questionable. Player interaction at higher player counts suffers as well since players will be focusing on their own characters more than paying any attention to what others might be doing.

## Features

- Create your ultimate fantasy hero and tell their story by facing challenges and crafting your destiny
- Contains over fully illustrated 150 cards and 24 custom runes.
- From the makers of the hit game, boss Monster.

## Technical Specifications

| Specification | Value |
|---------------|-------|
| ASIN | B07JN6XY6Z |
| Best Sellers Rank | #259,926 in Toys & Games ( See Top 100 in Toys & Games ) #6,789 in Board Games (Toys & Games) |
| Customer Reviews | 4.7 4.7 out of 5 stars (1,181) |
| Is Discontinued By Manufacturer | No |
| Item Weight | 2 pounds |
| Item model number | BWGBGM018 |
| Manufacturer | Brotherwise Games |
| Manufacturer recommended age | 14 years and up |
| Product Dimensions | 14.5 x 9.2 x 0.1 inches |
| Release date | April 3, 2019 |

## Images

![Call to Adventure - Image 1](https://m.media-amazon.com/images/I/81-UTPPEdHL.jpg)

## Available Options

This product comes in different **Style** options.

## Customer Reviews

### ⭐⭐⭐⭐⭐ So much fun . . .
*by O***. on March 12, 2023*

I was hesitant about buying this as it looked complicated and I prefer simpler RPGs to play (like Tiny Dungeon, or Wrath of Ashardalon), but after buying and playing it I am very happy. This is such a fun game! I play it solo and have played it every day, sometimes multiple times a day, since my purchase. I'm a fantasy writer so I bought it more for the storytelling aspect it affords, though the game itself is really fun. The only drawback is that I've played it so much that drawing the same cards is starting to get a bit repetitive (I wish they had some expansion packs available to buy and add more cards to the game, but alas . . .). Thankfully I also bought Call to Adventure: Epic Origins with it so I'm going to transition soon to Epic Origins, which has an even more in-depth solo play rule set (I watched a ton of YouTube playthrough videos before my purchase as a precaution) though they otherwise play the same but with a tad more influence during the game with the Adversary (in the original, you fight the Adversary at the end of Act three with solo, but in Epic Origins you fight them at the end of Act two then turn their card over, which increases their stats, and you then confront the stronger version of them at the end of Act three). It might look complicated at first but it's really simple once you learn the rules, which only takes a couple of games. My first two games took me about 45 minutes to an hour while I was learning the rules and taking it slow, but now it takes me about 20 minutes to half an hour at most to solo play one game. Setting up the game and putting it away is a breeze and only takes a minute or two. The rune system instead of dice is original and fun, as well it adds many avenues as to how you are going to play: should you chase down more runes to help you during the end game fight first, or go for points and matching symbols then go for the runes? The artwork on the cards is fantastic, and it's fun piecing your story together as you play, which is the main reason why I bought it. *NOTE: There are multiple versions of this game, as it was updated several times over the years since its original release. I have the latest version which has a slight bit different rules for solo play than the original as well some different cards. Remember that if you watch YouTube videos before buying because you might get a different version than what was played in the video. I actually thought I was missing some cards until I Googled and discovered I had the most recently updated version, lol. The original and the updated versions have a bit different rules for solo play, too (the Adversary is easier to fight at endgame in the Original and in the updated version they are much harder). All in all I highly recommend this for the solo RPG'er (I haven't played it with anyone else and don't plan to; my schedule is too wonky for party plays of it). Just know that there are several repeat cards in Call to Adventure and Call to Adventure: Epic Origins and if you are conflicted as to only buying one then I recommend buying Epic Origins as it has a more in-depth solo play rule set, especially so how the Adversary affects your game (the Adversary affects your game throughout much more in Epic Origins). You really only need one of the two, but I bought them both together anyways. And yes, you can mix the two games together, though not all of the cards from both as again there are some repeat cards from the original that are in Epic Origins. One negative of Epic Origins is that the experience tokens are just cardboard chits whereas in the original Call to Adventure you get nice little plastic red chits. **Just a tip/reminder: During solo play you calculate your Destiny points BEFORE you confront the Adversary at endgame because if you come in under a certain total then the Adversary gains more experience tokens before the final fight, raising their hit point total and thus making them harder to beat. I mention this because I've watched a ton of playthrough videos and people seem to forget this part, and it's important during solo play especially.

### ⭐⭐⭐⭐⭐ Gorgeous artwork but very meh rulebook
*by F***S on August 26, 2019*

1-4 players, Competitive, Rune Tossing Set Collection Overview of Gameplay Call to Adventure has brave players creating an interesting and unique fantasy “life” for themselves. Players will create this legacy by completing certain tasks and card-based adventures and adding those teeny bits of stories to their own player boards. Which in turn not only creates an interesting storyline for your character but also makes them more powerful in the form of adding more runes that you can use to defeat later cards that can be added to your collection. Your character can also sway into the light or dark, kinda the good and evil aspect, and with that brings about other things. Certain cards can only be acquired if your character is a certain level of good or evil and of course said cards will give certain abilities based on those specs. Once you have acquired a certain number of cards to build up your first of three card sections on your player board you can move right along to part two of your story. This unlocks the second section of cards that you can try to acquire that are stronger. Phase three usually sees you challenging monsters and diabolical creatures as you have grown even more powerful but of course there are challenging adventures awaiting as well. Once players have achieved the allotted card assignment, they count up their respective destiny points and whoever has the most points wins! But of course, for me this game is ALL about the journey and not the destination. I personally don’t even bother counting up the end points unless I’m doing a solo game. Components/Game Board The components are pretty hit or miss here. The player boards are a pretty thin cardboard and are prone to warping. The cards are also pretty thin BUT the story cards are tarot sized which I prefer greatly in this case. There are some little red plastic destiny tokens that are borderline low quality. They are also hard to pick up when flipped over as the angles are super smooth. On the other hand, the rune tokens are amazing. They have a really nice polished feel to them and the symbols on them are each unique and interesting looking. They have a good weight to them as well and feel great when tossed on the table with their rounded edges. The “clink” sound they make when coming into contact with each other is mesmerizing. Box/Storage The box and insert is…ok. There is a plastic insert, which I do appreciate, HOWEVER it doesn’t keep the cards and tokens secure if stored on its side. I hate pulling out a game with an insert and seeing all the cards mixed up and the plastic tokens scattered all about. Visual Appeal /Theme Now this is where the game just knocks it out of the park. The artwork is STUNNING. Hats off to the artist here because this is some of the most eye-catching artistry I have come across in board gaming. Each card has a unique picture emblazoned across it. This is yet another reason why I like the tarot cards so much in this game, because you get more picture. I mean there is a title for each card basically summing up how your character is growing but the artwork EASILY tells the same story and more. If nothing else pick up this game just to appreciate the little miniature works of art. There are many pieces in here that I wish I could just blow up and make full sized posters they are that good. As far as the theme it is a pretty generic fantasy story you are living. That said, the WAY you are experiencing it makes it more worthwhile than a typical fantasy game theme. If you tossed in these stories into any other board game, it would be bland. But here, you actually decide HOW you want to evolve your character through these little stories. That makes them feel more personal and interesting. Rulebook I had such a hard time with this rule book. The layout is pretty shoddy and there are missed explanations all over the place. For such a simple game to play this rulebook has to be one of the worst I’ve encountered in explaining exactly HOW to play the game. Many a time did I visit the internet to find rules explanations. After I finally got it all down I sat back and was perplexed at how simple this game is and yet how hard it was to learn from those rules. Player Interaction/Fun Factor Not much here really in the form of player interaction. I mean yes other players can and will take cards that you were eyeing but really everything you do is going to affect your own character and nothing more. It’s more like who can do these things FIRST and get the points, almost like a random race game. That said, I had a bunch of fun playing this and creating characters and seeing them grow. Optimal Player Count/Replayability Personally 1 or 2 players would be ideal. The solo game is fun with you going up against a particular boss creature so you are trying to build up your character a certain way to more easily take them out at game end. At two players you have a bit of competition with the card selections and the end game scoring. Replayability is good since there are a plethora of different starting cards to choose from to start you on your journey. Not only that but you never see all the cards for each act so each time you play you’re bound to come across new cards that you haven’t seen before. Solo play is especially replayable as there are a bookoo of different solo bosses to go up against that are all completely different. Positive Final Thoughts Omg the artwork, *drools*, so amazing. That combined with the variety of different cards that can show up lends to some great and fun replayability. Not only that but the game is genuinely FUN as you adventure and make a name for yourself whether for good or evil. The rune casting is also really good! Negative Final Thoughts The rulebook is terrible and some of the component quality is questionable. Player interaction at higher player counts suffers as well since players will be focusing on their own characters more than paying any attention to what others might be doing.

### ⭐⭐⭐⭐⭐ Call to adventure
*by P***S on January 15, 2026*

Nice and fun experience with friends and family, especially those who are fan of board games and games where you work together

## Frequently Bought Together

- Brotherwise Games Call to Adventure
- Brotherwise Games Call to Adventure: Name of The Wind
- Brotherwise Games Call to Adventure: Epic Origins

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*Product available on Desertcart South Korea*
*Store origin: KR*
*Last updated: 2026-04-30*