---
product_id: 17721173
title: "Golden Egg Games Super Fantasy Boxed Board Game"
brand: "golden egg games"
price: "€ 164.70"
currency: EUR
in_stock: true
reviews_count: 8
category: "Golden Egg Games"
url: https://www.desertcart.fr/products/17721173-golden-egg-games-super-fantasy-boxed-board-game
store_origin: FR
region: France
---

# 6 custom dice per player double-sided modular board tiles 3 unique hero abilities each Golden Egg Games Super Fantasy Boxed Board Game

**Brand:** golden egg games
**Price:** € 164.70
**Availability:** ✅ In Stock

## Summary

> ⚔️ Roll, strategize, conquer — your next epic quest awaits!

## Quick Answers

- **What is this?** Golden Egg Games Super Fantasy Boxed Board Game by golden egg games
- **How much does it cost?** € 164.70 with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.fr](https://www.desertcart.fr/products/17721173-golden-egg-games-super-fantasy-boxed-board-game)

## Best For

- golden egg games enthusiasts

## Why This Product

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

## Key Features

- • **Multiplayer Mayhem:** Engage 1-6 players in fast-paced hack’n’slash battles that blend strategy with cooperative and competitive fun.
- • **Accessible Yet Deep:** Designed for ages 8+, this game offers a perfect balance of simplicity and tactical depth for millennial managers craving quick escapes.
- • **Endless Dungeon Variety:** Craft countless unique quests with double-sided modular tiles that keep every game fresh and unpredictable.
- • **Heroic Progression System:** Charge and unleash 3 powerful abilities per hero, leveling up within a single quest for instant gratification.
- • **Dynamic Dice-Driven Action:** Master your 6 dice to balance movement, attacks, and special powers in every thrilling turn.

## Overview

Golden Egg Games’ Super Fantasy is a fast-paced, dice-driven hack’n’slash board game for 1-6 players aged 8 and up. Featuring six unique heroes, a modular double-sided board, and a clever action allocation system with six custom dice, players embark on dynamic dungeon quests filled with monsters, treasures, and evolving hero abilities. With an average 90-minute playtime, it blends accessible gameplay with strategic depth, perfect for millennial professionals seeking immersive yet time-efficient tabletop adventures.

## Description

Super Fantasy is the first hack'n'slash board game in which up to six players take on the roles of brave and unique heroes. During each game, players embark on tricky and mighty quests into ever-changing dangerous caves and dungeons swarmed with monsters and terrible creatures that try to slaughter them, while heroes try to gain treasures as well as better equipment in order to complete the missions. Since hordes of monsters repeatedly cross the path of our heroes, bloody clashes are inevitable in order to achieve victory! That is why Super Fantasy uses a simple yet unique dice-based system. Players have a pool of six dice to roll that they manage according to the action they want to perform (such as movement, attack, etc.) and its effectiveness. Each face of the dice shows either a 1, 2 or the Special Power symbol and the sum of the results shown represents the effectiveness of the action performed by the heroes. Every time the Special Power symbol occurs, the hero can choose to charge one of his abilities; once fully charged, the hero can unleash its power against the enemies! Super Fantasy features double-sided modular board pieces for creating countless scenarios combinations, six mighty heroes and three unique and powerful abilities for each hero, throwing players into a fast-paced world in which anything can happen! Made in China.

Review: Four Stars - Great family RPG style board game. My 8 year old loves it and played with no troubles.
Review: First Impressions from a Descent Player - For several years Descent: Journeys in The Dark Second Edition has fulfilled my "dungeon crawl" itch. However, even though I now own everything in that game, the habit of browsing online and in game stores for fun new quests to bring home hasn't gone away. I learned about this one in a Miniature Market sale and bought it from desertcart (still cheaper due to no shipping cost) after reading/watching some reviews and playthroughs. Compared to Descent, it's definitely lighter, simpler, and lower in production value. A few standout examples after my family completed one game: BOX/STORAGE: I like the size/shape of the box, although it's lighter weight than I'm used to and feels like it might tear easily. You can sort of flex it with your thumbs while holding it. The art is what drew my attention in the first place and is a good representation for how sillier it is than Descent. Everything fits inside just fine with a few extra plastic baggies, although it will definitely be messier once we have every standee inserted in its base, which wasn't necessary for our first game. STANDEES vs. MINIS: I didn't think the cardboard standees would bother me (my sons and I use standees in Pathfinder RPG), but there were a few times when my wife and kids confused fellow hero standees for monsters. I may try swapping them out with Descent minis, but I do prefer it when the art on the board is consistent with the player components (hero sheets). I've heard some complaints about having to insert all the standees in their plastic bases, but I didn't see the problem. Par for the course. I also appreciate the lower cost enabled by the absence of minis. As an odd added bonus, furniture is provided in the form of little wooden columns, chests, and barrels, which could stand to be painted but are still pretty cool. I can see myself reusing them in Pathfinder. DUNGEON TILES: Between Descent and Imperial Assault, Fantasy Flight Games has spoiled me in this regard. The Super Fantasy tiles are very basic, with very few that are smaller/bigger than 4x4 grid squares, and fewer still that aren't just grey stone color with one or two small flourishes (skulls, stains, etc.). That said, the art and style is consistent with the game's cartoony theme. They're not quite as thick as Descent's tiles but plenty strong. They don't interlock like puzzle pieces, though, enabling them to shift here and there during play. I found myself compulsively realigning them several times, though it wasn't a big deal. I just wish there was more variety in shape and setting. They are double-sided like Descent's, but instead of the indoor/outdoor variation, the other side is just more of the same. (There is one outdoor tile.) I have to wonder why they didn't just use a HeroQuest-style board instead of tiles when they're mostly square rooms that are always set up at the beginning. ACTION SYSTEM: Despite the fun art and lower price ($27 at the time), I wouldn't have tried this if I thought it was too similar to Descent or too watered down. Other reviews convinced me I should try it for the action allocation system alone. There are six painted wooden dice every player/hero uses on his/her turn, and any action they want to attempt will "spend" those dice. How many is up to them. For example, bashing an adjacent barrel takes a roll of 6 or better. Every die has two 1s, two 2s, and two stars. The stars count for whatever hero attribute corresponds to the attempted action--in this case, Strength. If the bashing hero's Strength is 4, the attempt could succeed by rolling a star and a 2--just two dice, leaving four dice available for additional actions this turn. However, it might also fail, so the player could decide to be safe and roll three or four or even all six dice, depending on how badly he/she needs that action to succeed. I agree with other reviewers that it's a clever and fun system, though I have to admit that it didn't take my family long to realize you still basically just have two actions per turn ala Descent if you want to succeed at them--and even then sometimes you don't succeed. I was drawn in by the lure of completing many actions on my turn, only to realize that doing so is usually a bad idea. Also, testing to do absolutely everything, including move a desired distance, meant playtime was slightly longer than we expected--though to be fair, we kept getting interrupted and had to play over several sessions. HERO PROGRESSION: This is one category where Super Fantasy might actually have a leg up over Descent. The hero sheets are large because they act as playmats in a way, providing areas for you to stack weapon, armor, item, and special ability cards--all of which simply cluster around the hero's sheet in Descent (unless you have an unofficial playmat of some kind). If bashing barrels wasn't enough of a video game feel for you, there's the fact that you have to "charge" your special abilities before you can use them, either as an action or any time you roll a star on any test. It takes three stars to charge each of three special abilities, which then reset after use. Leveling those abilities up is done by picking locks and damaging monsters, to the effect that your hero can reach full potential in a single quest. Sure, they start over again in the next one, but that means you don't have to play out an entire campaign just to see what your chosen hero is capable of. Campaign play is more of an afterthought in this game anyway, making it a logical progression system. A small caveat is that the difference between leveling up the hero and charging up a specific ability can be confusing, especially to young players. The game is labeled for 8 and up, but this is one mechanic that my kids constantly forgot. It probably wouldn't be the case after multiple plays, but in our first game I felt the need to keep a close eye on everyone's turns and remind them what to do when they rolled a star, picked a lock, or damaged a monster. It doesn't help that both leveling up and charging up use the same little black wooden markers, which can also shift during play. Something a little wider, flatter, and more colorful would probably work better. There are more categories I could cover (monsters, English translation of the rulebook, etc.), but I think I've gone on long enough. This game will never replace Descent as my go-to dungeon crawl; across all its expansions, Descent has more heroes, monsters, tiles, and quests; actual miniatures; and through the app, a great co-op variant to build on the existing heroes vs. Overlord system. However, Super Fantasy has its unique action and progression mechanics, a theme more accessible to younger players, and two competitive scenarios that pit heroes against each other. We enjoyed those differences enough to want to play again, and when the sequel Super Fantasy: Night of the Badly Dead goes on sale, we may pick that up, too. Photos: 1) Super Fantasy box components. 2) Comparison between Descent 2nd Edition Base Game tiles (left) and Super Fantasy: Ugly Snouts Assault tiles (right). 3) Our game-in-progress during a break. UPDATE: We recently broke this out again after several years of rarely playing. I have to revise my stars from 4 to 2. Despite all that's interesting or different about this, it's just not as fun as it should be. It's always slow because we don't play often enough to keep the rules fresh in mind. Having to roll for movement doesn't help. The enemies are hard to tell apart and the looting items doesn't happen as often as you'd think. House rules would help, but there are too many better games out there to keep trying to make this one work.

## Features

- English second edition published by golden egg games
- For 1-6 players
- Average playtime 90 minutes
- Recommended for ages 8 years and up

## Technical Specifications

| Specification | Value |
|---------------|-------|
| ASIN | B00U7U9UQ8 |
| Age Range Description | 8 years |
| Brand Name | Golden Egg Games |
| CPSIA Cautionary Statement | Choking Hazard - Small Parts, No Warning Applicable |
| Color | Game |
| Customer Package Type | Standard Packaging |
| Customer Reviews | 3.4 out of 5 stars 11 Reviews |
| Genre | Wargame |
| Global Trade Identification Number | 08033324540671 |
| Included Components | Super Fantasy |
| Item Dimensions | 2.9 x 11.7 x 11.7 inches |
| Item Type Name | game |
| Item Weight | 2.7 pounds |
| Language | English |
| Manufacturer | Golden Egg Games |
| Manufacturer Maximum Age (MONTHS) | 1200 |
| Manufacturer Minimum Age (MONTHS) | 168 |
| Manufacturer Part Number | GEG1012 |
| Material Type | Paper |
| Minimum Age Recomendation | 96 |
| Model Number | GEG1012 |
| Number of Items | 1 |
| Number of Players | 1 to 5 |
| Theme | Action,Fantasy |
| UPC | 793631618248 092798883477 |

## Images

![Golden Egg Games Super Fantasy Boxed Board Game - Image 1](https://m.media-amazon.com/images/I/8127vzsV75L.jpg)

## Customer Reviews

### ⭐⭐⭐⭐ Four Stars
*by K***R on July 11, 2015*

Great family RPG style board game. My 8 year old loves it and played with no troubles.

### ⭐⭐ First Impressions from a Descent Player
*by A***S on June 26, 2017*

For several years Descent: Journeys in The Dark Second Edition has fulfilled my "dungeon crawl" itch. However, even though I now own everything in that game, the habit of browsing online and in game stores for fun new quests to bring home hasn't gone away. I learned about this one in a Miniature Market sale and bought it from Amazon (still cheaper due to no shipping cost) after reading/watching some reviews and playthroughs. Compared to Descent, it's definitely lighter, simpler, and lower in production value. A few standout examples after my family completed one game: BOX/STORAGE: I like the size/shape of the box, although it's lighter weight than I'm used to and feels like it might tear easily. You can sort of flex it with your thumbs while holding it. The art is what drew my attention in the first place and is a good representation for how sillier it is than Descent. Everything fits inside just fine with a few extra plastic baggies, although it will definitely be messier once we have every standee inserted in its base, which wasn't necessary for our first game. STANDEES vs. MINIS: I didn't think the cardboard standees would bother me (my sons and I use standees in Pathfinder RPG), but there were a few times when my wife and kids confused fellow hero standees for monsters. I may try swapping them out with Descent minis, but I do prefer it when the art on the board is consistent with the player components (hero sheets). I've heard some complaints about having to insert all the standees in their plastic bases, but I didn't see the problem. Par for the course. I also appreciate the lower cost enabled by the absence of minis. As an odd added bonus, furniture is provided in the form of little wooden columns, chests, and barrels, which could stand to be painted but are still pretty cool. I can see myself reusing them in Pathfinder. DUNGEON TILES: Between Descent and Imperial Assault, Fantasy Flight Games has spoiled me in this regard. The Super Fantasy tiles are very basic, with very few that are smaller/bigger than 4x4 grid squares, and fewer still that aren't just grey stone color with one or two small flourishes (skulls, stains, etc.). That said, the art and style is consistent with the game's cartoony theme. They're not quite as thick as Descent's tiles but plenty strong. They don't interlock like puzzle pieces, though, enabling them to shift here and there during play. I found myself compulsively realigning them several times, though it wasn't a big deal. I just wish there was more variety in shape and setting. They are double-sided like Descent's, but instead of the indoor/outdoor variation, the other side is just more of the same. (There is one outdoor tile.) I have to wonder why they didn't just use a HeroQuest-style board instead of tiles when they're mostly square rooms that are always set up at the beginning. ACTION SYSTEM: Despite the fun art and lower price ($27 at the time), I wouldn't have tried this if I thought it was too similar to Descent or too watered down. Other reviews convinced me I should try it for the action allocation system alone. There are six painted wooden dice every player/hero uses on his/her turn, and any action they want to attempt will "spend" those dice. How many is up to them. For example, bashing an adjacent barrel takes a roll of 6 or better. Every die has two 1s, two 2s, and two stars. The stars count for whatever hero attribute corresponds to the attempted action--in this case, Strength. If the bashing hero's Strength is 4, the attempt could succeed by rolling a star and a 2--just two dice, leaving four dice available for additional actions this turn. However, it might also fail, so the player could decide to be safe and roll three or four or even all six dice, depending on how badly he/she needs that action to succeed. I agree with other reviewers that it's a clever and fun system, though I have to admit that it didn't take my family long to realize you still basically just have two actions per turn ala Descent if you want to succeed at them--and even then sometimes you don't succeed. I was drawn in by the lure of completing many actions on my turn, only to realize that doing so is usually a bad idea. Also, testing to do absolutely everything, including move a desired distance, meant playtime was slightly longer than we expected--though to be fair, we kept getting interrupted and had to play over several sessions. HERO PROGRESSION: This is one category where Super Fantasy might actually have a leg up over Descent. The hero sheets are large because they act as playmats in a way, providing areas for you to stack weapon, armor, item, and special ability cards--all of which simply cluster around the hero's sheet in Descent (unless you have an unofficial playmat of some kind). If bashing barrels wasn't enough of a video game feel for you, there's the fact that you have to "charge" your special abilities before you can use them, either as an action or any time you roll a star on any test. It takes three stars to charge each of three special abilities, which then reset after use. Leveling those abilities up is done by picking locks and damaging monsters, to the effect that your hero can reach full potential in a single quest. Sure, they start over again in the next one, but that means you don't have to play out an entire campaign just to see what your chosen hero is capable of. Campaign play is more of an afterthought in this game anyway, making it a logical progression system. A small caveat is that the difference between leveling up the hero and charging up a specific ability can be confusing, especially to young players. The game is labeled for 8 and up, but this is one mechanic that my kids constantly forgot. It probably wouldn't be the case after multiple plays, but in our first game I felt the need to keep a close eye on everyone's turns and remind them what to do when they rolled a star, picked a lock, or damaged a monster. It doesn't help that both leveling up and charging up use the same little black wooden markers, which can also shift during play. Something a little wider, flatter, and more colorful would probably work better. There are more categories I could cover (monsters, English translation of the rulebook, etc.), but I think I've gone on long enough. This game will never replace Descent as my go-to dungeon crawl; across all its expansions, Descent has more heroes, monsters, tiles, and quests; actual miniatures; and through the app, a great co-op variant to build on the existing heroes vs. Overlord system. However, Super Fantasy has its unique action and progression mechanics, a theme more accessible to younger players, and two competitive scenarios that pit heroes against each other. We enjoyed those differences enough to want to play again, and when the sequel Super Fantasy: Night of the Badly Dead goes on sale, we may pick that up, too. Photos: 1) Super Fantasy box components. 2) Comparison between Descent 2nd Edition Base Game tiles (left) and Super Fantasy: Ugly Snouts Assault tiles (right). 3) Our game-in-progress during a break. UPDATE: We recently broke this out again after several years of rarely playing. I have to revise my stars from 4 to 2. Despite all that's interesting or different about this, it's just not as fun as it should be. It's always slow because we don't play often enough to keep the rules fresh in mind. Having to roll for movement doesn't help. The enemies are hard to tell apart and the looting items doesn't happen as often as you'd think. House rules would help, but there are too many better games out there to keep trying to make this one work.

### ⭐⭐⭐⭐⭐ Five Stars
*by D***A on July 24, 2016*

Very fun and high quality dungeon crawler game once I replaced monsters & heroes for miniatures.

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*Product available on Desertcart France*
*Store origin: FR*
*Last updated: 2026-11-11*