
- BGG rating
- 8.5
Chroma Arcana: Tyrant Hunt
- 1–6 players
- 20–60 min
- Complexity 2.7/5
- 2025

2025
Rules assistance for Chroma Arcana
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

For 2 players
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Answers come from the official rulebook, with the page to check.
Chroma Arcana is a board game released in 2025 for 2 players, 20–40 minutes per game, and ages 13 and up. It was designed by Mo Shawwa and its main mechanics are Variable Player Powers, Hand Management, and Open Drafting.
Chroma Arcana is a tactical card game set in a fantasy world. Players take on the roles of powerful mages, using their knowledge of the arcane arts to outmanoeuvre and defeat their opponents. Each mage has access to a unique combination of Spells based on their chosen colours of magic, allowing for a diverse range of gameplay options and strategies. The goal of the game is to reduce your rival's health to zero. On your turn, you can place spell cards into your spellbook. Then, you can discard cards of a matching colour to charge those spells up. Once a spell is charged up, it must be cast! Spells can be instant-effect Bursts, Minions that provide a benefit for a handful of turns, powerful Edicts that last a single turn, or trap-like Wards that remain until their trigger condition is met. There are also item cards that you play straight from your hand, such as Potions that counter rival spells and Arcanas that super-charge your own. At the end of setup, you will have selected an Ego (your character identity), a Major Colour (along with a powerful Sigil and a well-practiced Rote), and two Minor Colours. This should be all you need to battle it out! —description from designer
Chroma Arcana supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Chroma Arcana is 20–40 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Chroma Arcana for ages 13 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Chroma Arcana has a complexity rating of 2.4 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Chroma Arcana belongs to these categories: Card Game and Fantasy. Its main mechanics are Variable Player Powers, Hand Management, and Open Drafting. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Chroma Arcana are: Mo Shawwa. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Chroma Arcana as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.