
"When the ancient gods were petty and cruel, and plagued mankind with suffering-oh sorry, wrong script. Walking around GenCon last year, I saw advertising from Rush of Ikorr everywhere. Seemed like most people had a Rush of Ikorr lanyard, even. Given my long history of playing CCGs, I was interested, particularly due to the obvious mythology connection. I was finally able to try it out and see what I was missing, if anything."
"If you are familiar with Lorcana, much of Rush of Ikorr will seem familiar, but with different terms (and a less cute appearance), though there are certainly some differences as well that are reminiscent of other popular games in the genre (Hearthstone is one I kept coming back to). The ultimate goal is to accumulate a set number of "Ikorr" with your Champions."
Rush of Ikorr is a trading-card game from Upper Deck that pits one or more divine Avatars against one another. The game supports 2, 4, or 6 players, typically lasting 60–90 minutes, with the best experience at six players. Each Avatar grants unique Avatar and Rush abilities and provides two Aspects that determine which cards can be included. Decks may only include cards from the Avatar's two Aspects. Champions collect Ikorr as victory points, and required Ikorr totals depend on player count. Turns include Start, Draw, Action, and End phases, with Start and Draw performing automatic actions.
Read at Board Game Quest
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