I know, I know. You really want me to make some kind of funny phrase like “One-Hit Heroes is a one-hit wonder” or “One-Hit and it’s out!” But those aren’t really apt descriptions, so insert your own funny phrase above! Let’s look below to see what it’s REALLY like!

One-Hit Heroes is cooperative boss-battling game I backed on Kickstarter back in April 2024. It promised delivery in March 2025, and lo-and-behold, it arrived March 29, 2025! So, it made it! Barely!
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I hav to admit I was a little spicy with the delivery, as they literally left it ON THE STREET! See picture above! The package is literally on the street in front of my mailbox! Oi!

Luckily, everything was fine: the box and everything was in perfect shape. (I got two little upgrades with the box; a epilogue box and an extra hero pack: see above).

I was pretty excited for this! This was #6 on my Top 10 Anticipated Cooperative Games of 2025!
Let’s take a closer look!
Unboxing

This is a medium sized box; see above and below for perspective.

It does have a slightly weird shape; it’s not a Ticket To Ride sized box. However, it’s not too bulky or too awkwardly shaped.

It contains some cards and tokens, as well as three separate “Episodes”. See above.

The components are all pretty high-quality. The cards are NOT linen-finished and are all very shiny. That’s actually my major complaint with the components of the game; when playing, the games seems very “shiny”: the cards, plastic trays, are all “shiny” and can be distracting.

Rulebook

The rulebook is good.

The rulebook feels like it has a weird form factor (look how loooooong and thin it is above) …

… but when you open it up, it fits PERFECTLY on the chair next to me! See above!! The rulebook stays open, it’s easy to read, and there is no pages drooping over the edges! One-Hit Heroes gets an A on the Chair Test! See above!

The Component page is nice; it shows and adds correlative text to everything.

The Set-Up page looks good and is easy to follow, for both the Heroes and the Boss. See above.

It does a great job explaining the player mats!

Overall, the text is big, easy to read, has a legible font, and is annotated with many pictures describing play. There are also parenthetical phrases notated for “extra information”.

The back of the rulebook could have been a little better, but whatever, this was a good rulebook. It explained the game, showed the components and set-up, and was fairly easy to read.
Gameplay

Players work together to take down a boss; a single boss battle takes about 20 minutes (the box is pretty accurate in its time). An “Episode” in the game is 4 to 5 boss battles, which each boss getting harder and harder.

Each player takes and plays one character of the six above. Each deck has 11 cards with very different personalities. Take Sofia, for instance; her story is on the back of her card!

What do her cards look like?


See some of the cards from Sofia above.

Each player grabs a tray (above) for their character and puts the cards into the tray (below).

As the game name implies (One-Hit Heroes), the Heroes can only take one hit before they die! Even more so, if any character dies, all players lose! It’s up to the players to stop from getting hit!

Each character has two items slots for Items that “help” (see above), but arguably the Items are more important for stopping a hit! Players can destroy an item to avoid a hit! (Thematically, the item takes the hit instead of the character).

Items are a coarse way to stop hits; it’s usually better to stay out of way of hits if possible (since you only have two items)! One-Hit Heroes uses a notion of an “Aggro track” for each hero. See the track running left to right at the top of the tray? It’s empty for Will right now.

… but Edric (above) has a track almost full of Aggro! Basically, the fuller the track, the more likely you are to incur the wrath of the boss and take a hit!

This is a boss-battler after all! The Punch-Bot (the very first boss from the very first episode) only attacks when a Heroes’ Aggro is in the “red range”. So, if the players can keep their Aggro low, Punch-Bot won’t even attack!

But, Aggro will go up. Either from bad news cards (like above) …

… or every Attack you do ups your own Aggro! If Sofia uses here Sidearm (above) to so one yellow damage, then does one damage to the Punch-Bot, but takes 1 Aggro! Every attack you do that does damage causes Aggro back to yourself!

Luckily, each player has cards to manage Aggro; some cards (like Taunt above) will move Aggro around, and other cards will just discard it. Every Hero has a different way of dealing with Aggro; some move it around, some discard it, some avoid it as much as possible, and some have cards that help others! Each Hero has a different flavor of cards!

Interestingly, there are two different kinds of damage: yellow and orange (light and heavy damage, respectively).

To take out a boss, you have to do both all yellow and all orange damage. Punch-Bot (above) needs to take 10 light damage and 5 heavy damage to take him out.

If players can defeat the Boss before said boss does one-hit to anyone, the players win! If the boss does one-hit to anyone (and it can’t be blocked or avoided), all players lose! It’s a boss-battler!
Solo Play: Built-In Mode

The box is confusing; it implies there are no solo modes! 2-4 Players means no solo mode, right? Nope! There are actually two solo modes!

The first solo mode is described in the Hero Set-up on page 3 (see above). Basically, the solo mode is that the solo player has to alternate between two Heroes! The solo description (above) is simple and very functional; it’s all you need.

For my first solo game, I played Will and Edric against Punch-Bot from Episode 1! See above!

The game balance in this game is kept by having a Hero go, the Boss go, the next Hero go, and so on. Basically, heroes and the boss alternate, so you can “kinda” have any number of heroes.
From a game balance perspective, I always worry that you need to adjust the hit points for the number of players … but since each Hero has exactly 1 hit point, that’s not really a problem here, is it? Well, it didn’t seem to be: I was able to play all the way through Episode 1 (four boss battles) and I had a great time! It was close; strictly speaking, as I lost a battle at one point, but it’s very easy to reset and play again since the game is only 20 minutes per boss.
This solo mode emphasizes that characters must work together to keep Aggro under control; in order to survive, both players will be doing things to move and discard Aggro.
Solo Mode 2: Do66-0 Pack

The second Solo mode does NOT come with the game; you must purchase the D066-0 Hero Pack (see above).

There is a little discussion of the DO66-0 pack (and a link) in the back of the instruction book.

Basically, the DO66-0 mode is a companion that you play in solo mode INSTEAD of a second Hero.


It’s much easier to play with DOGG-0: DO66-0 gets a turn without having to provoke an extra Boss turn. But, he also can’t do much, as he has no cards to play! All he can really do is block and roll the damage dice … no cards.

In fact, it’s so easy to play, you can give DOGG-0 to younger players and have them play with you (that’s what Beginner Mode is).

I got to be honest, I didn’t enjoy DO66-O solo mode that much. DO66-0 does very little on his turn: “about” one damage per turn, depending on what you roll on the damage dice. (He does add new stuff once you start drafting, and that does make him a little better).

I actually think the better use of DO66-0 is to bring in younger kids so at least they can participate; he’s so simple to play and kids can feel like they are helping.
I prefer the base (original) solo mode; it’s two characters and is how the game as meant to be played. The base solo mode emphasizes how important the sharing and cooperation is in the game, especially to mitigate Aggro problems. This DO66-0 solo mode was “fine”, but I probably won’t come back to it.
Cooperative Mode: Casual Gamers

My first experience cooperatively was with some casual gamers: my nieces. We just played through a single boss: a 20-minute game.

The game was easy to explain to non-gamers! They got the gist of the game pretty quickly, but needed a few clarifications.

I think my nieces liked the game and appreciated how short it was. They did want to play again, but we ran out of time (it was like, Spring Break or something).
What I found: One-Hit Heroes is a pretty simple game to explain, even to non-gamers. The hardest part was explaining some of the text on the cards, but even that wasn’t so bad. My nieces like the game and would play again. They also appreciated how simple it was to learn and play.
Cooperative Play: Gamers
Me and a subset of my gaming group played through Episode 1 cooperatively.

One-Hit Heroes has a nice way of eliciting cooperation; you will lose if you don’t. 🙂 Maybe a better way to say that is that the game goes cause conversations to happen: “Uh oh! I am about to die! Can anyone save me? Should we do some stuff before the next villain?”

The cooperation seems to come out fairly organically; and thank goodness everything is open hand with full communications! There’s no “oh, I can’t show you this because of limited communication“. Nope! People talk, people realize they might die, so people cooperate to block, steal Aggro (in a good way!), and try figure out the best way to move forward.

And the ability to see what’s coming ALSO helps! By seeing the bad news coming up, but not actually here yet, seems to encourage discussion and cooperation.

Overall, the Episode 1 went well; we cooperated, we discussed, we planned, we had a good time.
Teresa was a 7/10, Andrew was a 6.5/10 (which is actually quite high for him).
Episodes

A single Boss battle is about 20 minutes. If that’s all this game were, I’d be a little down about it. Luckily, the Episode really fills out the game. An Episode is a series of 4-5 related bosses, with upgrading happening between bosses!

Episode 1 has four bosses: see above. All the bosses are all very different, and have very different arcs as you fight them.

Arguably the best part of this game are the upgrade decks! After you defeat each boss, players get a chance to draft and add two new cards to their deck!

Skip the next few pictures if you don’t want too many spoilers.

Basically, the players “draft” and each get two cards to upgrade their deck! This is basically deck-advancement like we saw in Adventure Tactics (see here): your deck gets better and better between games!

The decks are also labelled at the bottom right so you can separate them back to their original decks.

And after every boss, you get another 2 cards until you finish the episode!
I will say this: the game says to “draft” until you get two cards, but I think it might be more cooperative to just ‘decide as a group’ what you get. This is the House Rule we implemented: let me and my friends choose the paths we want our heroes to take! I understand why “drafting” works, because then you don’t have to worry about arguing over cards, Alpha Players telling people what to take, and so on. But, if you have anything of a reasonable group, I would suggest just choosing as a group the cards you each want. Caveat Emptor. If you have a slightly contentious group (or are playing at a convention where you don’t know anyone), maybe drafting is the better solution.
I’ll say this again: the upgrades are probably one of the funnest parts of the game. Unfortunately, your upgrades don’t travel with you between Episodes: you have to start fresh to a new Episode.
Things I Liked

Upgrades: Upgrading your deck is one of the more satisfying and fun parts of the game!

Arcs: Given how simple this game is, the arcs on the different types of Bosses are all very different! It’s actually quite impressive how differently each boss plays! And fun!


Components: The components are pretty nice and I like art. It’s comic-booky and attractive without being too “cute”.

Simple: This game is easy to teach and easy to learn. I found even casual gamers got into it pretty quickly.
What I Didn’t Like

Too Random: The game can be too random. I lost a few games because of one die roll. It’s not too big of a deal because it’s just 20 minutes per game, but it is frustrating that an entire game can go amiss because of one die roll!

Too shiny: It’s too hard to capture in pictures, but the game is too shiny. The cards aren’t linen-finished, so they tend to have glare, especially in harder light. And the plastic trays also have a lot of glare: I tried to capture some of that in the picture above. I think this game would be a lot better with duller, linen-finished cards and a tray that was less shiny. The glare was distracting enough that we had to point it out.

No Continuations? As cool as the Episodes are, and even thematic within, the game game doesn’t feel super thematic. While there is continuation within an episode as you keep getting upgrades, there’s no hook that keeps you vaulting into the next episode: remember, you lose ALL your upgrades between episodes, so you start fresh. That actually feels a little debilitating! I’d rather the episodes built on each other you felt the deck was YOUR CREATION … as it is, you start anew every episode. There’s no “hook”: your deck resets and you start over. Kind of a bummer? I just spent the episode building my deck … and now it’s gone.
Conclusion

One-Hit Heroes fits well into many groups; casual gamers, gamery gamers, and even solo gamers! The base game is easy to teach and play at 20 minutes, which makes it easy to bring out. My favorite part of the game, though, was upgrading my deck within an Episode! It’s fun to figure out how you want to advance your character!

The game looks great on the table and has a fun table presence!
My only real complaint is that I feel that there’s a theme or overriding reason to keep playing after I finish an Episode. I really like the upgrading my deck between Bosses in an Episode, and it’s sort of frustrating that you just “throw it all away” at the end of an Episode!
As a solo player, I’d probably give this a 7.5 or 8/10. The game is much more fun, I think, as a cooperative experience at an 8.5/10. It would actually give it a little higher score if the dice rolls didn’t make or break so many games! But, since the game is so quick at 20 minutes per game, it’s usually not a big deal.
Neat game. I think you’ll have fun with just about any group you bring it out to.







































































































































































































































































































































































































































































































































