• Tag Archives Card Game
  • MAHOUKENSHI

    Mahokenshi is an interesting deckbuilding roguelike along the lines of Slay the Spire with map and movement elements similar to a 4X game.

    Rather than being locked onto a single path with branching options you instead choose from a variety of missions, which then place you on a fully explored hex-based map populated by various enemies and semi-random upgrades. It’s then up to you whether you want to rush the mission objective, focus on bonus objectives, or instead simply wander around upgrading your abilities/deck. While I’m not thrilled that all the missions so far (up to unlocking the third character) have built-in turn limits, for the most part they haven’t been particularly punishing and the different characters at least seem to have fairly distinct playstyles.

    Not sure it will hold my interest much longer though if literally all the missions end up having turn limits.


  • Zoeti & THE LEGEND OF HEROES: Trails through Daybreak

    Another game similar to Slay the Spire, Zoeti‘s key differences are that it features a storyline structured like a visual novel and uses a standard card deck in battles. The former is a bit of a problem due to both the questionable dialog and that you have to skip through it on subsequent runs while the latter is more interesting, tying abilities to poker hands instead of individual cards.

    Having skipped Trails Into Reverie after getting burned-out completing four Cold Steel games, I went into Trails Through Daybreak hoping for something a bit different. That was not to be; the only notable difference between this game and the last CS one is that you can now fight and defeat trash mobs on the field map using basic attacks. It’s certainly not bad, but releasing essentially the same game every year or two just gets old.


  • Cardaclysm: SHARDS OF THE FOUR & MONSTER TRAIN

    Cardaclysm is a puzzle-like card game in which the first turn or two are the most important. A single hit to your avatar will cause a loss, so basically you want to kill everything first turn, or play just enough cards so that your retaliation will allow a clear on the second. It’s kind of interesting but also incredibly simple.

    Monster Train is essentially Slay the Spire with tower-defense elements. The games are extremely similar and if you liked that then this will be right up your ally. The Last Divinity DLC is worth picking up as well since it both adds more to the base game alongside a totally new (and optional) final boss fight which plays markedly differently.


  • Gordian Quest

    Picked up this game on sale sometime last month, and it turned out to be a pretty good deckbuilding tactical RPG reminiscent of Slay the Spire.

    While that game’s a pure randomized roguelike, this has an actual story mode to it that plays out like a conventional tactical rpg. It’s also got tons of characters (each with three different decks to mix and match skills from), a wide variety of equipment (both randomized and static), and a ‘relic’ feature which lets you unlock permanent buffs to use across playthroughs.

    Finished the main campaign with a team of Jendaya, Alphonse, and Bertram. Artificer Jenda basically just set things on fire while the golem punched them and wasn’t particularly impressive aside from the Seismic Wave card. Headhunter Alphonse on the other hand is a beast if you go with his Assassin deck; Swift Kill and Assassinate with card draw and a 10-12 card deck results in a non-stop wave of death. I had Bertram go with Artillery, and that seems to have been a mistake. By the time the turrets got a turn Alphonse and the Golem had basically already killed everything.

    Some things to keep a look-out for are low level attribute, power, and resistance runes. Once you get to Act III they can be upgraded with Magic Dust (keep an eye out for this as well). Don’t forget about using your various maps to trigger exploration minigames either (visit Kyreal), as that’s basically the only place to find wandering vendors with otherwise rare/inaccessible upgrade items like Soul Sparks and Chromatic Shards. And don’t forget about Camping, since you can get 2 ‘free’ card upgrades per instance.

    Only other thing of note is that the last boss is pretty damn nasty. You’ll want to have as many buffs as possible along with high Chaos resistance and/or a bunch of health potions to deal with her waves of damage that trigger every 10 cards you play.

    So all-in-all it was an enjoyable experience, even if I did start to get a little burned out at the start of Act II.


  • Children of Zodiarcs

    This game stands out from other tactical RPGs in two main respects.

    The first is that most of a character’s available actions are determined by a personal customizable card pool (Draw Cards and Guard are always available). Characters unlock new cards as they level and you can mix and match which cards you want to include. Which is good since, as with most card-based games, each deck should be kept as small as possible to increase the chances you’ll have the most useful abilities available at any given time.

    The second is that every action gets modified by a die roll. Every time you take an action you get to roll any bonus dice associated with the card along with any dice you have equipped; unlike other games, rather than getting money or weapons/armor as battle spoils you get new dice. Effects from this roll can range from increased effectiveness, to bonus effects, to free healing or card draw, to getting an additional action. So, unless you’ve been debuffed with bad dice, the die roll will never make an ability worse.

    This is a somewhat novel approach that, at least at first, feels fresh without being overly random. The issue is that after awhile (the start of Chapter 2 for me) battles end up feeling pretty same-y since you’re effectively always using the same abilities and hoping for the same bonus effects on die rolls. Compounding this issue is that the characters are pretty one-note so far and the storyline’s just a string of sequential ‘go steal item X’ directives. Maybe it gets more interesting in later chapters, but I’m uncertain at this point whether or not I want to keep playing to find out.


  • Fate hunters & KingdomCome: Deliverance

    Fate Hunters is a game very, very similar to Slay the Spire. A bit easier though, so long as the ‘Reinforcement’ option is turned off (which it probably should be on your first few attempts), thanks to the introduction of disposable ‘one use’ cards you can pick up without fear of ending up with an oversized late game deck.

    The Inquisitor focuses on healing & self-damage with a subfocus on discard. The deck I eventually beat the final boss with was a treasure-heavy Pot of Greed/Empress deck that focused on the combo of Seal of Repentance -> Holy Fire -> Nemesis. The Arcanist specializes in multiple-choice effects, random damage, and duplication, with a subfocus on weaponry. I ended up beating the tower with a Fireball-heavy Wheel of Fortune build with Magic Rune and Fire Rain.

    Unlike those first two characters, the Raider is somewhat more limited in build choices and you’re pretty much forced to focus on a Soul Stone-centric build… though that’s far from a bad thing since Soulstones are quite versatile. The winning deck here ended up being centered around Dark Flame, Famine, Souls Bust, and Soulstorm. The fourth and final unique character is the Berserker, which specializes in Wound creation (far trickier to handle than Soul Stones) & criticals with a subfocus in discard. This time I ended up clearing the tower with a weaponry-centric Hermit build; Feel No Pain and Deadly Swing have no downsides when only a single Wound can be in your deck at a time.

    The final character, the Spy, is a medley of the others. You can build a deck mimicking one of the above builds, or mix and match from multiple builds. The later is quite risky though and can easily result in a deck that does nothing particularly well. The winning combination I ended with was a Curse-heavy self-damaging Possession build (Cursed Sword, Philosopher’s Stone, Eviscerate, Unbreakable, Nemesis) which transformed into a Hermit deck on the last floor.

    So yeah, the game’s fun. I don’t think it’ll have as much repay value as the aforementioned StS though due to the reduced complexity. Of course, that’s to be expected since the entire installation is <300MB. Pick it up on sale sometime for ~$10 if you enjoy StS.

    Switching gears now we come to Kingdom Come: Deliverance, which at first glance appears to be an open-world RPG. While that should be right up my ally, in reality the game bears an unfortunately strong resemblance to a medieval life simulator. A hunger system, an energy/tiredness system, a cleanliness system, a food decay system, an equipment deterioration system, an overly complex real-time locational-targeting-centered melee combat system, and a highly limited ability to save your progress.

    I got to the second area and just kind of lost all will to proceed, since I most certainly don’t play games to be forced into doing things I already have to do in real life. The visual quality is quite impressive though. If you want to give it a shot, make sure to grab the KCDTweak utility to reduce/eliminate some of the inherent annoyance.


  • Tangledeep & Slay the Spire

    Tangledeep is a roguelike in the vein of ToME, just notably less complex… more mobile-gamey. If you haven’t played that yet then this may be worth checking out so long as you make sure to activate Mana/Stamina regeneration (the respawn rate heavily punishes the default no-regen setting). If you already like that though then there won’t be much for you here.

    Another roguelike, Slay the Spire is closer in structure to FTL. The combat is quite different however and resembles a card game, albeit a somewhat 1-sided one since the enemies don’t play cards. The gimmick here is that every replay (a run through the Spire lasts about an hour and a half if you make it to the endboss) requires rebuilding your deck based on what reward options happen to pop-up, with each playable character having different cards to choose from. It’s certainly fun if you can handle the massive amount of deckbulding-related randomness (make sure to prioritize card removal events since you can’t do that manually) and I ended up eventually beating the Spire’s Heart with all three characters:

    Continue reading  Post ID 13860


  • Thronebreaker: The Witcher Tales

    Thronebreaker isn’t really much like either the main Witcher games nor Gwent as far as gameplay goes. More like Shandalar really.

    You wander around on 2D maps gathering resources, making roleplaying choices, solving card-based puzzles, and engaging in simplified/modified games of Gwent. Most of the choices are minor and only affect your resource totals or morale level, but quite a few determine what bonus cards you’ll have access to and some affect battles that may appear down the line (sometimes even several maps later). The puzzles are intuitive and/or forgiving for the most part, using custom decks to guarantee each is solvable, but a handful are remarkably obtuse and may require looking up the solutions.

    The Gwent battles range in difficulty from laughably easy (any ‘fair’ confrontation) to punishingly hard (the enemy cheats). Most of the hard ones have a specific weakness of some kind to make them easier with the notable exception of the final battles on the 4th and 5th maps; those two are pure endurance slogs. Difficulty is of course also affected by what kind of deck you’ve built, with compositions heavy on direct damage and point removal (e.g. Jade Figurine) generally having a much easier time than others. Which brings me to the last part of the game: Base building.

    Most of the resources you collect are going to be put toward upgrading your Camp buildings. While it’s true you’ll end up with far more resources than you can spend by the end of the game if each map is thoroughly explored, you’ll always be needing more in the early/mid-game. Getting the Forager’s Quarters (and upgrading it on the second map) should be the #1 priority, followed by maxing out the Royal Tent (Trinkets are insanely powerful) and Mess Tent (the cost reduction is stronger than a straight cap increase). Once all that’s done you can grab the Watchtower for the Scout feature if you don’t trust manual exploration (scouting is cheap and has a huge range) and then whichever Training/Workshop buildings affect the cards you want to use.

    Stay away from the Herald’s Study (recruits should never be in short supply), Cartographer’s Desk (a purely cosmetic effect), and Barracks (with a maxed-out Mess Tent you shouldn’t need more than the first rank of this at most) until everything else you need/want is built. Lumber is what will be in shortest supply, so keep a lookout for choices that give more of it and try to avoid those that require it.

    One final thing of note is that unlocking all the achievements requires making some choices you might otherwise prefer not to. Specifically, one Gold Chest can only be found by dealing with a bandit and collecting all of Meve’s weapons requires a mixture of merciful and ruthless choices.


  • Hand of Fate 2 & Shadowrun: Dragonfall

    The second Hand of Fate game is essentially a slightly refined/expanded version of its predecessor. If you’ve already played that then you’ll know whether or not you’ll like this, and if you haven’t then you may as well just start here.

    As for its recently released DLC… well, you might as well grab that too. While the new cards aren’t really anything to write home about, the new companion is remarkably useful.

    Similar to the above, Shadowrun: Dragonfall is mechanically just a refined Shadowrun Returns and you’re basically paying for the base campaign. Which, granted, certainly does feature more roleplaying opportunities and choices than the earlier game. What’s a bit odd though is how most of the various NPCs in your central hub have evolving storylines which don’t actually go anywhere; they’re pure flavor text.

    A few quick things about it:
    – Your PC has to be a Decker to access everything.
    – Decking and Charisma don’t need to be higher than 6 for dialog checks.
    – The Security and Corporate etiquettes are both useful for avoiding annoying fights.
    – Bonuses (such as those from cyberware) can’t raise your stats above 11.


  • GWENT – Rank 19

    After switching through a bunch of decks, and falling all the way down to 3400, the realization hit that I simply was no longer having any fun playing the game. A fundamental change was in order. So rather than thinking about what would be good against the current metagame (which is a crapshoot to predict with the blind matchmaking) I instead just put together a bunch of cards that would be fun to play.

    Ironically, I ended up with a variation of Dagon-Butterfly:

    • Foglet x3, Celaeno Harpy x3, Ekimmara x2, Earth Elemental x2, Arachas x3, Lacerate x2
    • Grave Hag, Fiend, Katakan, Water Hag, Decoy, Monster Nest
    • Ge’els, Triss: Butterflies, Woodland Spirit, Succubus

    Now this is not an optimized deck; it has only two methods of calling fog, the Arachas seem orphaned, the consume aspects come across as half-baked, and you can get an awful draw with multiple Foglets/Arachas. Yet its variety, and flexibility (Weather, Butterflies, Succubus, Resilience, Grave Hag, Behemoth/Foglet via Monster Nest), is exactly what I ended up liking most about it and the only real complaint is a lack of card draw.

    It brought me up to 4050 in rather short order considering I only played enough each day to reach the first daily reward (a countermeasure against burning out again). Assuming nothing changes I’ll probably stick with this for the foreseeable future, though I’m curious about a Dwarf-Resilience deck I saw a few times that takes a similar approach (it ran Sheldon, Blue Mountain Elves, and even a couple Skirmishers).