
The Last Spell is a solo and cooperative board game (see above) based on a TRPG Tower Defense video game of the same name. The board game has the same idea; it’s a tower defense game where you cooperatively protect your town from the hordes of that monsters descend upon it!

This was a pretty big Kickstarter with lots of expansions and other stuff (sleeves especially: see above). The Last Spell (the board game) was on Kickstarter back in May 2023, and it promised delivery in May 2024. It arrived at my house in early 2026, so it’s about two years late (which is not great).

Let’s take a look! We will ONLY be taking a look at the base game.
Unboxing and Gameplay

The Last Spell is a pretty standard sized box (see Coke can above for scale) except that it’s a little bit taller.

It’s taller because it comes with a bunch of miniatures!

Most of the miniatures are the bad guys (part of the swarm) that invades your town!

Each player takes the role of a single hero! See choices above!

Each player gets the card and corresponding mini (see above). BTW, the colored bases ARE NOT for the players, they are for a particular set of bad guy, but I found they helped me distinguish the good guys from the bad guys. They probably should have included bases for the good guys! Each player has a bunch of action tokens (the yellow tokens) and 4 green movement tokens. You can spend the yellow action tokens to “do stuff” (do different attacks usually) and the movement tokens to move around the board.

Each hero also gets some starting equipment and starting cards: see above.

As the game progresses, you can upgrade your equipment and get better stuff!

Interestingly, a lot of upgrades come from building certain building!s So, the players make choices for building: do we want more gold? Do we want more materials? Do we want better weapons? Do we want better magic? The buildings the players choose to build define their upgrade path!

So the game has a weird arc: it takes place over 3 days: each day has a “Day Phase” (see rulebook above) and a “Night Phase” (see rulebook below).

That’s right! Each phase is pretty complicated, and you do it three times! 3 days and 3 nights!

The Day phase is all about spending resources (Gold, Materials), building buildings, fixing buildings from the night before, and generally getting ready for the Night phase. The Day phase is “getting ready” for combat.

The Night Phase is all about combat! The heroes are fighting the hordes as they advance!

In the Night phase, cards full of hordes (see above) sit on the edge of the board and get ready to invade!

Each different type of monster has different Hit points and damage: see some above.


If the players can keep their spellcasters casting and keep all the monsters away from them, they win! If the monsters somehow kill all the spellcasters in the middle of the board, they win!

Of course, you can’t have a video game adaptation without a big boss! The big boss comes in the third night and will mess you up! See above as we were (luckily) able to kill them in that game!

In case it’s not clear, this game embraces 8-bit art (like the video game) for just about all the art, but it uses detailed minis for the monsters on the board!

This is a big mama-jama on the table and takes up quite a bit of space! See above! The components are pretty darn good.
Rulebooks

There are multiple rulebooks: one for The Day and one for The Night. At first, I was kind of upset by this … how big is this game that you need TWO separate rulebooks? But after some introspection, I think I prefer two rulebooks. Why? The alternative is a giant rulebook with a TERRIBLE binding like we saw in Valheim (see review here)! So, having two rulebook which lay flat? I am okay with that!

The rulebooks open nicely onto the chair next to me; the staple-binding keeps both pages open and easy to read. The font is fine and readable (see above) There are enough pictures to be useful has well. On The Chair Test, the rulebooks get an A-; they droop ever so slightly over the edges but generally look good on the chair next to me!

Having said that, I was very triggered by their use of the “Index”: they completely misused the word!!! See above! An Index is a list of keywords with references (page numbers or links of some kind), but an Index is sorted alphabetically so that people can easily search for relevant keywords using binary search! Unfortunately, what they label as an Index is a Table of Contents: phrases and concepts sorted by the page number! See above!!! A table of contents is used to show how the document is organized!! WHAT THEY HAVE IS NOT AN INDEX! That is a Table of Contents!!
I have to admit, this gave me a very worried feel about the rest of the game. If they can’t get this right, what else will they get wrong?
In general the rulebook was sorta “ok”. I didn’t love it, and I had some real trouble finding some rules (especially some edge cases, since they don’t have a real Index), but I guess it was “fine”. I guess. I am still upset about their misuse of the word Index. In both rulebooks.
Solo Play

There is a solo mode! Thank you for following Saunders’ Law! Hurray! It’s not that much more complicated; you start as true solo (with one character), but you can recruit extra heroes. (See the rulebook above with the Solo mode documented in the back of the Day Phase rulebook).

Here’s the thing; for my first play, I wanted the game to run as smoothly as possible without any extra exceptions. I have to teach the cooperative game to my game group, and I want as few changes as possible. In the end, I ended up playing two-handed solo: alternate between two characters and play as-if it were a 2-Player game. I think this is the best way to play your first solo game; get all the base rules under your belt in a two-handed solo mode, and then if you like it, you can try the more complex solo mode given.

So, let’s be very clear: the majority of this game is in the Night Phase fighting monsters! The Day Phase, while important (as you figure out how to spend your resources to protect your town), is over quickly! Most of the time you are fighting monsters!

And you spend a LOT of time fighting monsters. My first day (Day 1/Night 1) probably took me 2 hours to get through. Holy cow! I had to leave the game set-up on the table overnight! I got better at running the game, but I also realized I got a LOT of rules wrong (if only they had a true Index to fix this…)
My second day (Day 2/Night 2) also took about 2 hours to play. I had to leave the game set-up on the table. A lot of this was correcting my incorrect notions from the previous Day and keeping my head in the rulebooks a lot.

My third day (Day 3/Night 3) was also about 2 hours to play. This day would probably have been shorter, as I was getting to know the rules, but then the Big Bad Boss came out! And the Big Bad Boss has her own very special rules that you have to study!

I ended up winning, but the game basically took me 3 REAL days to play … I basically played one “game day” per day, and left the game set-up on my table!
This is a long game. I think the game will probably cut by a third or even a half now that I have the flow of it, but it takes a long time to get the sense of the game.

For the solo player, there is QUITE a bit of maintenance. SO MANY monsters come out and converge on the town! See above! The solo player basically has to spend quite a bit of time moving EVERY single monster towards the city; this is a lot of work. This is partly why the game takes so long to play … all the minis have to move! And the rules are “not great” when there are conflicts; they could have been better (how do I move the monsters?).
I am glad that I played The Last Spell solo to learn the game. I am also glad I played it two-handed solo; there’s just too many rules to keep track of that I don’t want to be wasting any time doing “solo stuff” that’s outside the normal path of execution. Now, tt’s one thing for ME to keep the game set-up on my table for 3 days while I wade through the game, but I cannot imagine trying to learn this with my friends at the same time! There’s just too much going on. Play this solo to learn it; play it two-handed.
Will I ever come back to this as a solo gamer? I don’t think so? There is SO MUCH maintenance for the solo gamer (moving all those minis), I can’t bear going back to this and doing all that work as a solo gamer. It’s not bad solo, but it’s just so much work! Maybe you like living in this world or really like the video game … maybe spending that time moving stuff around might be fun for you? It wasn’t for me.
Cooperative Play (4-Player)

In session 1, we got 4 of us (me not pictured) to play the cooperative game! I was a little worried the game wouldn’t fit on the table, but we made it work … see above.

The major difference between the solo and cooperative game is that NOW the maintenance is shared! Sure, more enemies come out, but the game is a little more managable (and less work per player) as each player moves “their” monsters (on their side of the baord). This might be the best reason to play this cooperatively over solo play; the load is shared.

How does the game balance for more or fewer players? It boils down to how many action tokens you get! See the rulebook above! In my two-handed solo game, both characters got 7 action tokens! In the 4-player game, we each only got 3 action tokens! Now, this is balancing because with 4-players because the players can keep the monsters under control; each player monitors a section of the board! Based on plays, it seems like the balancing “generally” works. In fact, the third day was a 3-Player game (as one player was sick), so we got to see the balancing at all player counts; it seems to work.
Even after playing solo, I was still the “rules guy”, looking up rules as we played. We were able to play 2 days of the game: 1 day, 1 night, 1 day, and 1 night. It took us about 3.5 hours to play 2/3 of the game. It was a little shorter than the solo game because we all shared the load of set-up.
What I am surprised about; how the game unfurled. We accidentally played with Player Selected Turn Order (PSTO) (because it was more fun and more strategic) and because my group knows how to deal with PSTO well. But I am surprised that we DID NOT play with simultaneous play … it seemed like most of our turns were fairly independent (“you deal that that part of board, I’ll deal with that part of the board”) as there were no interactions that we had to carefully sequence. Once the bad guys got closer, we had to be more careful, but I am surprised we didn’t play our turns simultaneously. It seems like we could? And even should have (because it would reduce play time)? I think we didn’t because we wanted to see how things went on each player’s turn? I think? Given how much work there is per turn, I really really thought we’d embrace simultaneous actions. But we didn’t.

So, 2/3 of the game done in 3.5 hours. We saved the game to resolve it later. The good news is that there is a save system … it’s a pad of paper you write on … but we just took pictures (like the picture above).
Game 3 (3-Player Cooperative)

So, we resolved to finish the game. Due to some illness, we had to wait a few waits until we were all available, and even then, we were down to 3-Players instead!
Because the game balances by simply changing the number of action tokens, we were able to jump back into the game with 3-Players, even though the game started with 4 players! It’s also a good sign that everyone wanted to play again!
Here’s the thing; it took us 3.5 hours to play the final day of the game! Some of that was just setting back up (this is a big game after all, and resetting back to the saved state was a lot of work), but some of it was just all the maintenance that has to happen.
We finished and just barely won; I think we cheated on a few things accidentally, so maybe we should have lost. Either way, it was close.
What I Liked

Components: The game was quality and looked good.

Minis: The minis were cool and added a lot of flavor.

Save Game: There was a good system to save the game between sessions. And (even though we didn’t mention it) between campaigns!
What I Not Sure About

Style clash? I know The Last Spell is a video game, so embracing the 8-bit art makes some sense. But the disparity between using nice fluid minis for the monsters (and characters), but 8-bit graphics for everything else seemed to … clash? It made it a little harder to put them together and was a little jarring. Maybe it’s not a big deal …

Sectors: The game uses sectors for ranged attacks (usually not adjacencies or spaces away). The rules are very clear how the sectors work, and yet, they were very unintuitive! I think if you know the video game, then the sector ideas make more sense. In fact, I think a video game will enforce the sector boundaries easily! In the board game, we found the sector idea to be a little clumsy and unintuitive. .. but maybe if we had played The Last Spell the video game more, we would applaud the sector idea is just like the video game? I don’t know.

Combat: Combat is decided by dice, and there are a good number of mitigation mechanisms (things you buy, abilities, etc). But if you roll poorly, you can still get screwed pretty hard. Teresa especially had a bad third and was frustrated. Yet, the combat is simple to describe and simple to play. This simplicity makes it really easy to explain, quick to play, and simple to manage. So, it’s good on those axes, but yet you can really get screwed by bad rolls. So, I don’t know how I feel about this combat. I’ve played the game enough to see “ya, things seem to average out overall”, but when you are the recipient of the bad rolls, it’s very frustrating.
Things I Don’t Like

Minis and art: Because the game uses 8-bit art and the minis are smooth entities, we actually struggled to distinguish the enemies on the board (some of them really look a lot alike). And we struggled to correlate the minis with the monster stats. In fact, in my first game, I put one monster on each stat position so I could tell them apart! (See above) The minis needed a little more differentiation, even if it were something simple like a triangular base for some, square base for others, or something with color. It was frustrating enough to mention.

Maintenance: There is a lot of maintenance to keep this game going. As a solo gamer, it’s probably too much. As a cooperative game, the maintenance is tolerable but only of you friends help. Still, there’s a lot of work to keep the minis moving.

Length: The game just feels too long. I think this is because there are few too many rules? It needed just a smidge fewer rules; we paused too many times to lookup rules …

Index. The Index is NOT an index. If it had been a true index, it would have been significantly more useful.

Icons: The Iconography is REALLY non-intuitive. We struggled with it and frequently had to look up the Icons (especially for ranged actions). It’s even more frustrating because the Icon are defined in exactly one place (the second rulebook). This really should have been on at least 1 more sheet that you could pass around.
Reactions

Sara liked this the best and would give it a 6.5 or 7/10. Teresa was right there with her.
Andrew and I were on the same page: about 5.5/10. Andrew would have called it a 6 earlier, but the Sector idea was so unintuitive, he felt that brought down the rating after the second session.
Conclusion

The Last Spell was divisive among the players in my group. We all liked the minis and the how well the game flowed once we got going, but it was still very long and had lots of maintenance in keeping the game going.

The clash of art styles between the minis and “the rest of the game” was actually a little jarring and some of the 8-bit art (mostly the buildings) was hard to distinguish. We all think the game would have been better if had been consistent between the art styles; the clash actually took us out the game a little. (This might be just because we had the minis Kickstarter version; the base game uses standees)
Interestingly, I liked another tower-defense game called Firesiege better than this (see review here from a few weeks ago), but my friend Sara liked The Last Spell better. I liked how quickly Firesiege played, but Sara seemed to like how The Last Spell played better. That’s two very different opinions!
As a solo game, the maintenance is probably too much for most people; between set-up, play, and tear-down, the solo player has way too much work to do to keep the game going. I’d probably give a 5/10 for solo. I’m not sure I’d play it again.
The Last Spell is better as a cooperative game, as the maintenance gets shared among all players. We even saw that the balancing mechanisms seem to work well at 2, 3, and 4 players! You can even switch the number of players between days! The reactions were mixed, from about 5.5 to 7/10. I think people who know The Last Spell the video game might like this a little more and give it another point.
Hopefully this review helps you decide if this is right for you. I suggest you play it and try it for yourself; there is a single day intro mode you can play to see how it works.


































































































































































































































