![]() It does feel better than Monster Train.Įdit: Oh also, after posting my impressions I played another couple runs. The TLDR is that if you liked Slay the Spire, you will very probably like this. The between run power progression mechanic looks nicely implemented but not too powerful. The game is very good about adding new mechanics and bits and doodads on at a good pace, both not too slow that it bores the player nor too fast that the player is left confused. The main interaction with the position comes from gaining Block, playing a Block card owned by the character in the rear will move that character to the front. There are cards that can only be played from the front. There are cards that cost less if played from the front and others that cost less if played from the rear. There are cards that move the hero in the back forward if played. Well, there are mechanics that care about that orentiation. As there are two heroes, naturally one has to be in the lead and the other has to be behind. They also move to the rear, and now I'll take that opportunity to pivot into talking about the party order mechanics. But you do lose that hero and all of their cards in your deck turn into 0 cost revival cards and you need to cast five of them to bring them back to lile. When one hero goes down, your run isn't over, you lose only when both are dead. ![]() One run I got to the Act II boss but failed there. So the length of each chapter is more or less governed by how many items you have left to reveal tiles. The world map is revealed through use of the brushes and ink items, tile by tile. The overworld has an interesting mechanic because the game's narrative is that the characters are trapped in an evil storybook so ink and brushes are featured prominently. you start off with the White and the Red heroes and can pretty easily unlock the Black. Each character also (very roughly) does share some common theming not unlike the colors in Magic the Gathering. Each card is colored based on which character's pool it comes from as you win rewards or pick them from treasure bins for gold. The difference comes in that the player picks two hero characters at the start of each run and the combined card pools of each character form the overall deck as you go on. In the combat card battling gameplay, it's a fair bit like Slay the Spire. So if you know you like or don't like that combination of mechanics, you'll know right now if it's for you. I'll update the OP with more info as I go.īought and played a couple rounds of Roguebook There are extra cards, abilities, and tech trees to max out in order to complete the 20 levels of difficulty (aka Ascensions). The more you play, the more stuff you unlock. There is shopkeeper on the map who you can always visit whenever you want. Managing your ink usage is as important as gathering up Relics and extra cards. Doing this will help you to find treasures, events, and more battles. Instead of predestined paths to take, you use ink to reveal hexes on the map. As an added bonus, you can find Ally cards which grant persistent bonuses when played in combat.Ī big difference is Roguebook is how it handles the map. A big difference is managing two heroes and swapping their positions during combat, as only the front hero gets targeted by enemies. If you've played StS, you should feel quite at home with the battles. Roguebook is a Slay the Spire style game where you choose 2 out of 4 heroes to pair up and face multiple levels filled with fights and bosses. Put together the best synergies between cards, talents and treasures, and take on the Roguebook. ![]() You are trapped in the Book of Lore of Faeria, and each page represents a new challenge.
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