About this product
Open the doors, recover the sacred relics and light the Beacon before the Shadow Veil overwhelms the tower.
A cooperative fantasy adventure for 1–5 players ages 10+, with unique adventurer powers, multi-use cards and approximately 30-minute gameplay.
Work together to hold back the shadows, recover four powerful relics and ignite the Beacon before darkness seals the tower forever.
Product Description
Darkness is gathering around a mystical light tower, and only a determined band of adventurers stands between the land and the sinister Shadow Veil.
In The Four Doors, 1–5 players work together to explore four magical doors, recover the sacred relic hidden beyond each one and reunite at the Beacon before the tower is consumed by shadow.
Each adventurer brings a different ability to the quest. On your turn, you can take actions such as moving between doors, searching for cards, passing cards to another adventurer, illuminating shadows or gathering the matching cards needed to recover a relic. Once found, each relic also provides its own special power to help the group.
But time is working against you. At the end of each turn, new Shadow Cards appear around the doors. Allow too many shadows to gather and a door begins to close. If the darkness overwhelms it completely before its relic has been recovered, the adventurers lose that treasure, and the game.
The danger also grows as the Player Deck runs down, increasing the Shadow Level and causing more shadows to fall. Players therefore need to decide when to search, when to clear shadows, when to move and when to share the cards that could help another adventurer complete their objective.
Recover all four relics, bring everyone back to the Beacon and cast the Luminous Flux to ignite the tower before the Shadow Veil closes in.
Why You’ll Love It
- Work together against the game rather than competing against one another.
- Six adventurers each have their own special ability.
- Player cards serve multiple purposes, creating meaningful choices about when and how to use them.
- Recover four sacred relics, each with a unique power.
- Shadows gradually build around the four doors, creating growing pressure as the game progresses.
- Different adventurer abilities encourage players to combine their strengths.
- Includes dedicated rules for solo play.
- Play with 1–5 players in approximately 30 minutes.
- Compact card-based setup creates the mystical Light Tower directly on the table.
- Standard, Heroic and Epic options allow groups to increase the challenge after becoming familiar with the game.
Quick Details
- Publisher: Happy Camper Games
- Designers: Matt Leacock, Matthew Riddle and Ben Pinchback
- Illustrators: Asher Israel and Zachary Hoel
- Product type: Cooperative fantasy adventure game
- Players: 1–5 players
- Recommended age: 10 years and older
- Playing time: Approximately 30 minutes
- Game style: Cooperative
- Theme: Fantasy adventure
- Mechanisms: Cooperative play, multi-use cards and variable player powers
- Solo play: Yes
- Adventurers: 6
- Relics: 4
- Doors: 4
- Objective: Recover all four relics, bring the adventurers to the Beacon and light it before the Shadow Veil overwhelms the tower
Good to Know
- Fully cooperative: Players win or lose together against the advancing Shadow Veil.
- Solo play included: The official rules include a dedicated solo setup and a special Swap Adventurer action, allowing one player to change between adventurers during the game.
- Six unique adventurers: Wanderer, Bestower, Summoner, Illuminant, Shadowbinder and Placeshifter each provide a different special ability.
- Four powerful relics: Kindle Staff, Lumen Stone, Oil of Evermore and Prism of Clarity provide additional powers once recovered.
- Three-part turn structure: A normal turn consists of taking up to 3 actions, drawing 2 cards and then resolving Shadows Fall.
- Card hand limit: Players normally hold a maximum of 5 Player Cards.
- Growing danger: When the Player Deck runs out, discarded cards are reshuffled and the Shadow Level advances, increasing the pressure on the group.
- Three ways to lose: The group loses if an unrecovered relic is lost with a door, both the draw and discard piles run out, or the Shadow Level reaches the skull.
- Rulebook: View The Four Doors Rules (PDF)
Components
The supplied box says 64 cards and 6 wooden pawns, while the rulebook lets us break those 64 cards down accurately:
- 48 Player Cards
- 6 Adventurer Cards
- 4 Door Cards
- 4 Relic Cards
- 1 Beacon Card
- 1 Shadow Level Card
- 6 wooden pawns
- Rules of play
Total cards: 64