Afterlife for Auction

I don't know what my eyes think this says, but it isn't the game's title. REAUNI REOVNOONING, maybe.

I find Realm of Reckoning, the latest title by Max Anderson, Zac Dixon, and Austin Harrison, to be fascinating. There’s the cosmological angle: an afterlife fallen into disrepair, now pieced back into working order through the clashing imperatives of feuding factions. Personally, I’d be a fanatical member of the Eat As Much Cake As You Like Without Getting Tummy Sick sect.

But more even than that, it carves out a new space in the whole “dudes on a map” genre. (Are we still saying that?) There are fingerprints of the greats all over the design. A splash of Blood Rage, some Inis, even a little bit of Arcs. It’s something of a mashup, and not every part works as smoothly as the others, but the result is a gripping struggle over an ashen landscape.

second-stage biblical afterlife here

Clashing over the broken prairie of the afterlife.

Right away, there’s nothing typical about Realm of Reckoning. The factions are presented in gaudy colors. Or perhaps they’re only gaudy because the terrain is so smudged and dismal.

For all its aesthetic ruin, it’s really a rather simple space. The entire battlefield consists of five territories, each connected with a different flavor of influence. There are also five flavors of pillar, themselves coded to the assistance of gnomic wardens and tide-turning mercenaries, but maybe that’s more information than you strictly need to understand what’s going on here.

As for the rest of it, Realm of Reckoning structures itself around three rounds of drafting. This is where its similarities to Blood Rage seem most apparent, although if Veiled Fate, Pillars of Fate, and Scales of Fate are anything to go by, the folks at IV Studio really like their three-act structures. Each age is structured much the same: a hand of cards is dealt out, everyone picks one to resolve, and then the rest are passed around to repeat the process until there’s nothing left, at which point there’s a final battle before a quick tally of points.

It’s clean. At that mile-high remove, anyway.

the garden gnomes are an incredible investment. trust me.

Cards, both for action and battle, are drafted one at a time.

Down in the grit, affairs are a little more complicated.

Consider the cards. There are two types in the draft. The vast majority are action cards. These confer some resource — coins, wardens, soldiers for the battlefield, mercenaries to be spent and discarded — followed by a choice of where to tuck the card under your faction mat. This latter choice is more loaded than it initially appears, moving your marker along the corresponding influence track, but also providing icons that, at least on the first play, don’t bear immediate import.

The other type of card is the reckoning. There are only two of these shuffled into each age’s hand of cards. Their rarity marks them as major flashpoints. This is because reckonings trigger a battle in the indicated region. Not at the end of the round or even upon completing the current hand of drafted actions, but immediately, at the exact moment that the player who drafted it would normally take their resources and move along their chosen influence track.

Even when these reckonings are anticipated, such as when you’ve seen them coming from a hand of cards you passed along, they always come across as an intrusion. The usual cycle of gathering and positioning is interrupted. Now everyone picks up a dial and tallies in a number. This is how much they’re willing to spend to win. Four. Six. Eleven. More. Battles escalate as the game progresses, the result of all those extra arms everyone’s been amassing.

I don't really get into the artifacts in this review, but they're kinda important too. Oh nooooo. I didn't explain every detail. Throw a fit. OooooooOOOooo.

Some of the many things you’ll collect in Realm of Reckoning.

To be honest, the battles themselves are a mixed bag, the game at its strongest and weakest.

Strongest, because they’re nail-biters. Rather than simply winning or losing, players are vying for placement on a rewards card, a clever turn that might dictate how strongly you feel about the current contest. It’s even possible to accept a negative reward to avoid spending your bid, a maneuver that’s sometimes smarter than it might sound.

But battles are also frustrating. They’re a little too complicated for their own good. IV Studio has a reputation for games that contain “complicated counting,” and these tallies certainly qualify. Soldiers can be spent for a point of strength. Wardens also provide a point, but only if they match a pillar in the contested territory, and even then they can be spent instead to produce a bump of three. Mercenary cards matter, although again there’s some pillar-matching to consider, and coins too, although these are spent in increasing increments. Oh, and your influence in that region. It’s easy to forget that one, especially if you’re currently benefiting from that region’s power-boosting artifact.

All of this is to say that bids are fraught indeed, slowing the game dramatically but also producing… well, drama. High drama. Revealing one’s bid is as tense as it gets, as good as any round-robin antes in Inis. These are the hinges upon which Realm of Reckoning turns. Slowly, sometimes, with no small amount of creaking and groaning, but still.

I choose you, Lady Liberty!

Picking your reward for a reckoning.

For my part, I’m willing to accept the shortcomings of these reckonings for the boons they provide. The drama, yes, but also the way they feed into the game’s consideration of victory. Everything in Realm of Reckoning is building toward these moments of revelation.

And here, the revelation matters. Some players will claims points or cards or coins. Extra soldiers. Maybe a warden. But the real prize is the chance to designate which victory condition will score at the conclusion of every round hereafter. One player — usually the highest bidder in the reckoning but not always — takes a shrine, a statue that looks comically like Lady Liberty herself, and plops it onto one of the victory markers.

There’s no shortage of options. There are spaces for military domination over specific territories; others for economic advantage in coin or hired help. Some initiate struggles against your neighbors. Others provide groundswells of points that everyone can benefit from with some effort.

This is also where those icons come into play. The ones from earlier, on the cards, tucked beneath your player mat. You might find yourself racing to collect sets of gems, or vying to command the most purses of gold, or cursing because a rival chose to emphasize the closed-eye icon rather than the open peepers. Whatever the selection, it informs the game from that moment forward. It’s a little bit like Arcs in that regard, the players choosing what matters and then clashing over it, except these are permanent alterations. Early selections, before the factions have specialized, become exploratory, triggering multiple times before the game ends but also allowing players to adjust, while those added later are hotly contested because their outcome is less prone to adjustment.

What would you choose as the scoring criteria for your own afterlife? I'd go for cuddles with babies. Just the best.

Victory conditions are selected over the course of the struggle.

Perhaps there’s an irony to be dredged from all this fuss. For the second time, Realm of Reckoning hinges on a bunch of complicated counting.

But this is also where the designers manage to carve out their own niche in a crowded genre. And, as niches go, it’s closer to an alcove than a toehold. There’s such a variety to the objectives that there always seems to be something worth pursuing. There’s even a spot that awards points to whomever’s sitting in last place — a whole catch-up system, but one that asks the players whether they would like to switch it on or leave it untouched.

It’s smart, although in a way that demands its own attention rather than simply aping what’s gone before. Sure, it has drafting like some other titles. But where Blood Rage evoked a heavy boot smashing into your nose, where Inis was all tribal politics, where Arcs is… a lot of things, Realm of Reckoning is about currencies and auctions. Players gather resources to spend them, but only as carefully as possible, and then the outcomes of those auctions become longer-term auctions for absolute victory. In that respect, it feels like a smoother, more contemporary version of a lesser-known map-battler called Mezo. But, again, Realm of Reckoning provides such an emphasis on who can most cleverly accrue and spend coins of various denominations that it feels entirely new again.

Entirely new. Sometimes slow, especially at higher counts, and sometimes a little too tally-heavy. But still new, and smart, and bound up in calculations that feel shrewd rather than merely arithmetic.

I guess I could talk about visual representations of afterlife, and how this actually does a pretty good job of capturing what Hades should look like... but look, that's for nerds.

War in heaven. Or hell. I dunno.

I can hear what you’re asking through the screen. “Dan, does this say anything about the afterlife?” Sorry, but no. It does not.

But it does say something about how great it is to smash somebody through superior tallies and bids. Combat in Realm of Reckoning isn’t visceral. Strictly speaking, you’re inflicting the casualties on yourself, not the other way around. But this is one smart cookie, ultra smooth in practice, and a delight to handle. It takes a play or two to get a handle on its particulars, but this is one afterlife worth pursuing — and then remaking in your own image.

 

A complimentary copy of Realm of Reckoning was provided by the publisher.

(If what I’m doing at Space-Biff! is valuable to you in some way, please consider dropping by my Patreon campaign or Ko-fi. Right now, supporters can read the next installment in my series Talking About Games, this time tackling the topic of what makes a good list! Naturally, the piece includes a list.)

Posted on July 22, 2026, in Board Game and tagged , , . Bookmark the permalink. Leave a comment.

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