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The different combinations of gear add a wealth of creative and strategic freedom to an otherwise-basic card game. After you defeat enemies and find treasure, you get to pick from one of three (sometimes more) pieces of gear, so you’re constantly building up and adjusting a special deck of cards to your liking. It’s the kind of quick and undemanding fun you see in mobile games, but it did grow on me thanks to the engaging deck-building system.Īs you play, you unlock all kinds of armor, helmets, weapons, and off-hand objects associated with one or more cards. Cards never do much more than attack, block, or some combination of the two, with the occasional special effect. Perhaps a few new card types could’ve changed things up.Ĭombat is also done via an extremely standard but sometimes boringly simplistic card game, where enemies play a card and you play one to counter from a randomly drawn hand. This imbalanced reliance on random chance ruined the flow of a system that was otherwise creative and enjoyable, when circumstances allowed it. That’s not to say I didn’t make a few bad choices, but too often it felt like those were the only choices available to make. There were times when I’d get to the end of a dungeon, only to be thrown off by a bad hand and end up building out useless rooms just to dispose of the cards, while my hero was left to meander meaninglessly. At times, though, the nature of the randomized card draws was too constricting, which – combined with the more specific quest goals and the fact that it’s not immediately clear what determines a hero’s pathfinding – made for the occasionally frustrating and seemingly impossible scenario. This offers a welcome challenge that balances your freedom as a sort-of dungeon master while still limiting your power. The dungeon-building in some quests demands careful decision making and even risk taking, since you never know what the next hand of tiles holds. On one adventure you might need to get your hero from one side of the dungeon to the other in a limited number of moves, and in another you might need to grind against lower-level enemies until your hero is strong enough to take on the dungeon’s overlord. Some of the unpredictability is a good thing, such as how different quest types change up your goal so you’re not always doing the same thing with the same tiles. With a limited number of tiles to play per turn and just three types (represented by loot, land, and enemy cards), comes a surprising amount of strategic depth – when it wasn’t bogged down by an unbalanced sense of unpredictability. Figuring out the proper way to coax my hero through the dungeon by connecting the rooms on the board was a neat puzzle system in itself. Each quest starts your chosen hero out on a single tile, with some parts of the level already mapped out in small patches. What grabbed me instead was my role in building the actual dungeons as I played them.
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This setup establishes a playful tone early on, though all the tongue-in-cheek bard’s tunes were a bit overly cutesy for my tastes.
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Your goal of rounding up a ragtag team of disposable adventurers and sending them out in search of loot adds some light-hearted justification for the harsh amounts of permadeath in store, making the fact that your guild’s cemetery will largely outweigh the trophy room darkly comic. A humorous take on turn-based dungeon crawling puts you not in the role of a single, glory-seeking hero, but a rejected thrillseeker-turned-guild master looking to steal some glory from those who doubted you.
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