Compare Legions of Tyrandel prices across 50+ stores and find the best deal. Developed by Sleepy Spider Studios. Published by Sleepy Spider Studios. Released on 9/22/2017. Available on PC. Genres: Strategy.

A card-and-tactics hybrid with a clever premise that the online playerbase never showed up to appreciate. Worth a look if you can bring your own opponent.

I came to Legions of Tyrandel from the competitive side, curious whether the deck-building-meets-hex-tactics formula could scratch the itch that Hearthstone's purely passive card play never did. The core idea is legitimately interesting: every card you play stops being a card and becomes a unit you physically move around a hex grid, capturing objectives and trading blows in real space. It collapses the gap between deckbuilding and positional strategy in a way that most genre hybrids only gesture at. The card pool is surprisingly deep for an indie release at this price tier. Over 200 cards, and notably all of them are available to everyone from day one, no grinding or gacha nonsense. You pick a commander from eight options, each presumably with different stat profiles that shape your deck identity, then you build around synergies and board positioning rather than just raw card advantage. Units like the Mimic Ooze, which copies the attack stat of the nearest ally, or the Sacrificial Flames card, which lets you burn one of your own units to tutor any card straight from your deck, hint at combo lines that reward players willing to think two turns ahead. The Demonic Tunneller destroying adjacent structures on movement is the kind of ability that makes you reconsider your entire defensive setup. There is real mechanical texture here. The campaign following commander Valkyrie works as a learning tool and a decent solo fallback, and the VS CPU mode means you can practice lines without exposing yourself to a live opponent. Hotseat local play is also in there, which is the feature I would actually lean on hardest given what the online population looks like. And here is the blunt part: the online playerbase is effectively zero. Peak concurrent users on Steam have been in the single digits. If you are buying this for competitive online PvP, that ladder does not exist in any meaningful sense. The matchmaking situation is a dead end unless you are coordinating games with a friend directly. Sleepy Spider Studios did push post-launch content, including new maps, new commanders like Hades, and card additions that expanded the Underworld-themed units. That is a good sign about developer intent, and the game is clearly not abandoned in spirit. But when a turn-based online game loses its community, the strategic depth becomes mostly theoretical. Positioning mastery and commander synergies matter a lot less when you cannot find anyone to test them against. If you have a friend who is into card games and tactics, and you can commit to scheduled hotseat or coordinated online sessions, the underlying game holds up. The no-paywall card access is the right call, and the mechanics are more considered than the store page suggests. Solo players grinding the campaign and VS CPU will run out of novel challenge relatively quickly. Anyone expecting a living ranked ladder is going to be disappointed before the first queue timer expires. Fred, Scout Team

Legions of Tyrandel
Strategy

Legions of Tyrandel

Sep 22, 2017Sleepy Spider Studios
GamerScout Says

A card-and-tactics hybrid with a clever premise that the online playerbase never showed up to appreciate. Worth a look if you can bring your own opponent.

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About Legions of Tyrandel

I came to Legions of Tyrandel from the competitive side, curious whether the deck-building-meets-hex-tactics formula could scratch the itch that Hearthstone's purely passive card play never did. The core idea is legitimately interesting: every card you play stops being a card and becomes a unit you physically move around a hex grid, capturing objectives and trading blows in real space. It collapses the gap between deckbuilding and positional strategy in a way that most genre hybrids only gesture at. The card pool is surprisingly deep for an indie release at this price tier. Over 200 cards, and notably all of them are available to everyone from day one, no grinding or gacha nonsense. You pick a commander from eight options, each presumably with different stat profiles that shape your deck identity, then you build around synergies and board positioning rather than just raw card advantage. Units like the Mimic Ooze, which copies the attack stat of the nearest ally, or the Sacrificial Flames card, which lets you burn one of your own units to tutor any card straight from your deck, hint at combo lines that reward players willing to think two turns ahead. The Demonic Tunneller destroying adjacent structures on movement is the kind of ability that makes you reconsider your entire defensive setup. There is real mechanical texture here. The campaign following commander Valkyrie works as a learning tool and a decent solo fallback, and the VS CPU mode means you can practice lines without exposing yourself to a live opponent. Hotseat local play is also in there, which is the feature I would actually lean on hardest given what the online population looks like. And here is the blunt part: the online playerbase is effectively zero. Peak concurrent users on Steam have been in the single digits. If you are buying this for competitive online PvP, that ladder does not exist in any meaningful sense. The matchmaking situation is a dead end unless you are coordinating games with a friend directly. Sleepy Spider Studios did push post-launch content, including new maps, new commanders like Hades, and card additions that expanded the Underworld-themed units. That is a good sign about developer intent, and the game is clearly not abandoned in spirit. But when a turn-based online game loses its community, the strategic depth becomes mostly theoretical. Positioning mastery and commander synergies matter a lot less when you cannot find anyone to test them against. If you have a friend who is into card games and tactics, and you can commit to scheduled hotseat or coordinated online sessions, the underlying game holds up. The no-paywall card access is the right call, and the mechanics are more considered than the store page suggests. Solo players grinding the campaign and VS CPU will run out of novel challenge relatively quickly. Anyone expecting a living ranked ladder is going to be disappointed before the first queue timer expires. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvplocal-multiplayerlocal-coopachievementstrading-cardscloud-savestier:indieHex-Grid TacticsCard-to-Unit DeploymentObjective CaptureCommander SelectionHotseat FriendlyVS CPU ModeNo Paywall CardsCombo-OrientedDead Playerbase Warning

System Requirements

Minimum

OS
Windows XP SP2+
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
1 GB available space
Graphics
1GB Graphics card supporting DX9 (Shader model 3.0)
Processor
Intel Core i3 or equivalent
Additional Notes
Minimum requirements are made from assumptions, and are not fully tested.

Recommended

OS
Windows 10
Memory
4 GB RAM
DirectX
Version 11
Storage
1 GB available space
Graphics
2GB Graphics card (Nvidia GTX 960 or comparable)
Processor
Intel Core i5 or above

Reviews & Ratings

No ratings available

Game Info

Developer
Sleepy Spider Studios
Publisher
Sleepy Spider Studios
Release Date
Sep 22, 2017

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