The Seven

Every hero fits on one page, and every one comes in six illustrations: same stats, same catchphrase, your pick.

Which one should my kid play?

There's no wrong answer here, and none of this is a rule. Any group of these seven can win any adventure, in any combination. If your kid picks the one with the best hat, that works. And don't be surprised if they choose a hero who's nothing like them: playing someone louder, sneakier, or braver than you are is part of the fun. What follows is how each hero tends to feel at the table, in case it helps you nudge.

Ash of Ironhold, Human Fighter
Human Fighter

Ash of Ironhold

“I hit it. Again.”

Pick this one if
your kid’s instinct is to stand between trouble and everybody else, and would rather do one thing well than choose from a list.
Easy from turn one
one weapon, one bonus that always applies, and enough armour that a scrappy first session still ends well.
Takes a little practice
Ash’s best move is taking a hit meant for a friend, which means watching everyone else’s turn, not just their own.
Zap the Unhinged, High Elf Wizard
High Elf Wizard

Zap the Unhinged

“I CAST THE PROBLEM.”

Pick this one if
your kid loves having options and big obvious effects, and won’t mind the sheet with the most moving parts of the seven.
Easy from turn one
one spell never runs out, so there is always something to do. A whole first session can be just that, and it works.
Takes a little practice
the exciting spells are limited, and Zap goes down easier than most, so the trick is standing back and picking a moment.
Sneaky Sam, Halfling Rogue
Halfling Rogue

Sneaky Sam

“You didn’t see that.”

Pick this one if
your kid is clever rather than loud, likes a plan that pays off, and enjoys being the one nobody noticed until it mattered.
Easy from turn one
Sam can attack from right across the room, which keeps a cautious player safely out of the scrum and still landing hits.
Takes a little practice
Sam’s biggest hits only land when an enemy is already distracted, so the best turns depend on timing and teammates.
Brick, Half-Orc Barbarian
Half-Orc Barbarian

Brick

“I am calm. Now I am not.”

Pick this one if
your kid wants to feel unmistakably strong, or worries about their hero getting hurt, because Brick can take more than anyone.
Easy from turn one
swing the axe. That is a complete, effective turn, and it stays effective all session with almost nothing to track.
Takes a little practice
Brick’s rage keeps going only while Brick stays in the thick of it, which is one small thing to remember each round.
Lumi, Lightborn Cleric
Lightborn Cleric

Lumi

“I got you.”

Pick this one if
your kid is the one who checks on everybody, and would rather be thanked at the end than be the loudest along the way.
Easy from turn one
one attack spell never runs out, and putting a friend back on their feet is the most obviously useful thing anyone can do.
Takes a little practice
the healing is limited each day, so the real job is watching teammates and judging when it is actually needed.
Whiskers Nightpaw, Catfolk Monk
Catfolk Monk

Whiskers Nightpaw

“I hit you. I hit you again. I’m gone.”

Pick this one if
your kid cannot sit still and thinks in movement. Whiskers is the only hero who is supposed to already be somewhere else.
Easy from turn one
punching is simple, and moving further than everybody else feels great long before anyone works out why it is strong.
Takes a little practice
Whiskers is at their best when the player is thinking about the map, which is the most spatial job on any sheet.
Bard.exe, Half-Elf Bard
Half-Elf Bard

Bard.exe

“Trust me, this will work.”

Pick this one if
your kid narrates everything, does the voices, and would honestly rather talk to the monster than fight it.
Easy from turn one
the taunt never runs out, and Bard.exe can hand a friend a bonus at any moment without giving up a turn to do it.
Takes a little practice
most of this hero’s power comes from saying something out loud, which is a big ask for a quieter player.

Can't decide? Correct.

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