Vlaada Chvátil has developed excellent games for almost every genre imaginable. From the deduction and worker placement board game Alchemists to the wild and crazy game of shipbuilding and ship exploding, Galaxy Trucker. His newest game Tash-Kalar: Arena of Legends is yet another wildly creative and inventive game.
Best described as combat Othello, Tash-Kalar is a game of grid-based fighting. While there are several different game modes such as Deathmatch, and Teams. This review will focus on the best-rated game type called High Form.
In this mode, your goal is to score nine points by completing different tasks or summoning legendary creatures. This requires you to complete different patterns on the board using your tokens.
Each turn, you’ll be trying to complete these patterns by taking two actions. These can be:
- Placing a common token on any empty space.
- Completing a pattern and summoning a being.
- First, place a higher-level token, either heroic or legendary, on the board. Then carry out the action of being summoned. Usually, this includes moving, upgrading, or destroying tokens.
- Or, discard a faction card (you’ll redraw another at the end of your turn).
While your hand of cards is mostly made up of heroic summons, you’ll also have a couple of more powerful legendary summons. Additionally, you’ll have a couple of flare cards. These are a catch-up mechanism that can only be used if you’re several units (or heroic units) behind.
After taking your actions, see if any of the tasks are met and restock your hand. If either player has 9 or more points, then both players have one more turn before the game is over.

Be a mind gladiator
Tash-Kalar: Arena of Legends has a weight behind its play. Like Chess or Starcraft, it feels so balanced and competitive that the difference between winning and losing is put squarely on the players, rather than the game.
Tash-Kalar is fully aware of this stress it puts you under, as there’s a distinct push and pull nature to the game. Sometimes the board is flooded with your tokens, and then moments later, they’re gone. Because of the stress involved, these radical changes to the board state will have you strapped to your chair, riding an emotional rollercoaster.
These highs and lows are felt the most in Deathmatch when the objective is to remove your opponent from the board. Meanwhile, in High Form, you’re more interested in collecting points.
This takes some of the sting out of the game. In its place adding layers and layers of strategy. The true delight of High Form is attempting to complete tasks in plain sight of your opponent.
With all of the patterns so straightforward, it’s easy to get a sense of what they’re trying to do. However, learning to hide your true intentions and building contingencies into your play is how you get better at the game. This is also how the game evolves over multiple plays.
Another evolving factor is Tash-Kalar’s short and medium-lengthed objectives. Driven by the cards you draw, the tasks available, and what your opponent has planned. There’s always something you can do immediately, like ruin an opponent’s pattern or complete a low-scoring task. But then there’s also a longer-term view of the high-scoring tasks and legendary summons, that takes time and strategy to set up.

Are you not entertained?
Beyond the excellent mano-a-mano gameplay, the way Tash-Kalar manages to infuse its theme into its gameplay is nothing short of incredible. Each summon’s action plays on its shape or lore. For example, the eagle card is in a bird shape, while the infantry captain stands in front of a line of troops. The level of thought put into every card, honestly makes me worried about Vlaada’s sanity.
The only real misstep of Tash-Kalar, and it’s not much of one, is the flare cards.
This catch-up mechanism only activates when a player is behind by a certain amount of tokens. This leads to you having to pause and count pieces a lot, putting a dent in the speed of an otherwise fast-flowing game.
Otherwise, Tash-Kalar is a board game that stands with arms spread and asks: are you not entertained?
Between its ferocious competitiveness and thematic integration, you’re bouncing between a plausible world of battle and playing an abstract game like Chess or Checkers.
Because of the confrontational back-and-forth aspect of the game, Tash-Kalar appealed to me as a competitor. Wanting to take the game seriously, and try my hardest to win. Making it unlike most games in my collection that I only play for fun and relaxation.
So before you pick up this game, you need to ask yourself one question. Are you ready to step into the arena?
Tash-Kalar: Arena of Legends
Players: 2-4
Playing Time: 30-60 minutes
Designer: Vlaada Chvátil
Publisher: Czech Games Edition
Tash-Kalar: Arena of Legends is the game to play if you want to throw down in a battle of wits. Beyond that, it’s incredibly well-designed with lots of variability straight out of the base game box.
Pros
- Monster abilities are tightly coupled with the monster itself, making the game more thematic than it has any right being
- The gameplay feels tense and tight like Chess or Checkers
- Allows you to get creative and pull off interesting maneuvers
- Plenty of replayability and variability right out of the game box
Cons
- Flare cards require you to be constantly on top of the amount of tokens each player has
- It may put people off because it’s confrontational, where you’re destroying enemy pieces and ideas
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More one-on-one battles
How does it compare?
See where this game falls in our board game rankings.







That last pic cracks me up. Someone thinks you should spend more time feeding them and less time taking pics of games!
Oh he gets fed plenty, don’t let him fool you. Haha.
But a dog can never have enough food!
I play this on Boardgame Arena with a friend, and we do have a lot of fun with it. I do wish it would incorporate the expansion races, but so far they’ve only done the Everfrost faction.
I can imagine finding it a bit fiddly on the table, though.
It’s not too bad actually! I reminded me a lot of checkers, and I love checkers – although haven’t played in decades.
I’m genuinely curious about the expansion races myself. Might have to get them at some point.
Ahh I absolutely love this game, but I think you sum it up well. Those flare cards can be annoying. Also, totally understand about the million and one game formats (or something like that – I lost count after two). High form is the most important. And what a game designer Vlaada is!
Kudos btw, I think this is a really difficult game to review (and have been avoiding it myself) so I tip my hat to you, sir.
Ha you’re right about difficulty, trying to explain the rules is like: oh yeah this is easy… Wait there’s more…. Wait there’s still more!
Great game, great designer, although I’m not quite sure about Ask a Question, or whatever his new games called.
I haven’t heard of that. What’s the premise?
It’s like a series of would you rather questions where people vote on the answer they think the person is going to pick.
Seems to be hot and cold with the reviews I’ve read.
Hmmm…yeah…I can see why.
Do it Luke, review it, fall on that sword so I don’t have to. Haha
…dammit…
Can’t I do Galaxy Truckers instead and you do it?