• Tag Archives Card Game
  • 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.


  • 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).


  • GWENT – Rank 18

    After the last post I ended up stuck at Rank 17 for like a week. Couldn’t gain any traction whatsoever against all the Butterfly and Kaedweni Sergeant decks that were suddenly so popular.

    So I built a Eithné deck specifically to fight them:

    • Smuggler x3, Trapper x2, Dragoon x3, Thunder x1, First Light x1, Shackles x1, Epidemic x1, Mardroeme x1, Lacerate x2
    • Toruviel, Ciaran, Myrgtabrakke, Braenn, Nature’s Gift, Necromancy
    • Saskia, Saesenthessis, Schirrú, Ithlinne

    Unfortunately, I was not skilled enough to make the most of it (making dumb misplays rather often) and didn’t get very far. So to hell with it I thought, I’ll go back to my roots with John Calveit:

    • Golem x3, Pikeman x3, Brigade x2, Medic x2, Rot Tosser x3, Emissary x2
    • Peter Saar, Aukes, Assire, D-Bomb, Fake Ciri, Cantarella
    • Cahir, Vilgefortz, Tibor, Letho

    Less weak to player error and far better at topdecking… and it certainly didn’t hurt that Letho plays havoc with Fogling/Resilience strategies… this deck finally broke me past the 3600 point barrier. The only change I made since putting it together was switching out Twisted Mirror for Assire (it was a dead card too often and I sometimes ended up without any cards to draw). Now let’s see if I can make it any higher.


  • GWENT – Rank 16

    I’m continuing to play this game almost religiously.

    After my earlier success with the Bran-Discard deck I hit something of a wall, winning and losing in equal measure. Changing things up I switched over to a Calveit-Spy deck following the random acquisition of the Rainfarn card in a keg:

    • Golem x2, Brigade x3, Medic x3, Engineer x1, Rot Tosser x3, Emissary x2, Ambassador x2
    • Peter Saar, Aukes, Vanhemar, Decoy, de Wett, Fake Ciri
    • Cahir, Rainfarn, Vilgefortz, Tibor

    I had remarkably good success with this and practically flew up the ranks. It has bad matchups against both Elder-Consume and Voorhis-Reveal though (two popular archetypes right now at this position; the third being Dwarf-Boost) and I’m debating whether or not to fit Letho in somehow.

    Aside from that one I have two other ‘main’ decks I switch between in ranked play. A slightly revised version of the previous Bran deck (which I saw at least two other people playing):

    • Queensguard x3, Pirate Captain x3, Pirate x3, Priestess x1, War Longship x2, Shackles x2, Mardroeme x1
    • Champ of Champs, Donar, Operator, Sigrdrifa, Svanrige, Alzur’s Double-Cross
    • Ermion, Villentretenmerth, Ciri: Dash, Decree

    I picked up Villentret for an Elf control deck, but he worked out remarkably well here as well… still might switch him out for Lugos or Coral though. The bronzes haven’t changed much but the silvers were switched around often; I may yet go back to running Johnny instead of Operator and Svanrige is still underwhelming (following the post-update nerf, Morkvarg’s no longer in the running).

    As for the third deck, well I took my own advice from earlier and saved up the necessary scrap to build a more powerful monster deck. Elder-Consume in this case:

    • Celaeno x3, Nekker x3, Ekimmara x2, Vran x2, Behemoth x3, Mardroeme x2
    • Grave Hag, Fiend, Katakan, Crone x3
    • Ge’els, Caretaker, Decree, Succubus

    It’s pretty standard, with the only real departure from the norm being the Mardroemes. I was running Kayran instead of Caretaker for a while, but playing the Kayran more often than not resulted in severe card disadvantage.

    The recent hotfix definitely altered the metagame. With weather no longer being so dominant it’s now possible to actually play decks without being forced to find space for 3+ weather-removal cards, which opens up a number of options. While it was manageable, there is no denying that weather was definitely overpowered before with average bronze weather cards being able to shift the power balance far more than average bronze unit cards.

    It’s still powerful now, you just can’t run all-weather decks anymore. So all in all I’d have to say the change was welcome. The Morkvarg and Olgierd changes are a bit more questionable though. Well, we’ll see how things go.


  • GWENT

    So, since shortly after the public beta started, I’ve fallen down the Gwent rabbit hole. It scratches that card game itch I previously soothed with first MTGO (stopping after it seemed like WotC cared more about making money than satisfying their customers; shortly after the super epic rares popped up I think it was) and then slightly more recently Duel of Champions.

    Having spent no money on this just yet, I’m at level 32 (floating between ranks 11 & 12) with pretty much all the bronze cards, some key silver cards, and a handful of gold cards.

    Starting out in ranked play I went with Henselt-Reavers (I’m missing the golds and witcher trio to make it really good), then moved on to Elder-Consume (missing all the golds) and Voorhis-Reveal (lacking the reveal golds), next to Elf-Control (missing Villentret), and finally ended up having the most luck with Bran-Discard:

    • Queensguard x3, Pirate Captain x3, Pirate x3, Priestess x2, War Longship x2, Mardroeme x2
    • Champ of Champs, Morkvarg, Donar, Operator, Sigrdrifa, Svanrige
    • Ermion, Ciri: Dash, Drought, Decree

    Primarily the deck wins with giant Pirate Captains, supported by giant Ciri, but it also has a bit of a Queensguard-resurrection backup plan (whether you use Operator on them or the Captains depends on the matchup) and I’ve also won a number of games thanks to a 20+ power Champion of Champions.

    The Mardroeme used to be Raiders, but I desperately needed more removal. Svanrige has been a bit underwhelming while Cerys, Coral, Kambi, and Lugos are all possible Drought replacements I’m considering. That said, I don’t really like playing Skellige and so may instead save up Scrap for the cards necessary to make a better Monster (Kayran, Ge’els, Crones, Succubus, Woodland Spirit), Elf (Villentretenmerth), or Nilfgaard (Leo, Letho, Vattier) deck.


  • Heretic Kingdoms – The Inquisition & Hand of Fate

    I have not played much of Heretic Kingdoms – The Inquisition (originally titled Kult: Heretic Kingdoms), just the opening Monastery map. Basically it struck me as Diablo with much fewer character building options. Allegedly there’s more to it than basic Action RPG mechanics, and hopefully that’s true because without Diablo‘s skill system the combat looks like it will get real old real fast.

    The reason I stopped playing the above so quickly was because Hand of Fate grabbed my attention. This game is not quite like anything I’ve played before; it’s half board game (composed of cards you collect and build decks from) and half arena-hack&slash. While the combat is for the most part fairly simple (enemies basically attack you one at a time, you can dodge/counter/attack), it’s also remarkably well detailed and the arenas are nicely varied. The board/card game part is the real draw though, where you get to travel a series of paths made out of encounter cards pulled randomly from a deck you build beforehand while managing various resources and the protagonist’s equipment. Most encounters provide a choice and can result in combat, a pick-a-card minigame, or resource trading/acquisition. Traveling the randomly generated paths is interesting enough on its own, but combined with the unlocking mechanic (where landing on one card will unlock another related card if you meet certain requirements) it becomes quite addicting.

    At the moment I’ve defeated the King of Dust and have unlocked all possible cards at this point except the Merchant Guard Fate’s (while the Iron Hunger cards can theoretically be unlocked at this point, I don’t think it’s likely in practice). Something I realized very late, shortly after defeating the King of Dust, is that you should replay each story point until all available cards are unlocked before moving on. This is because as you progress your deck size gets larger, making it less likely you’ll draw the card(s) you need to unlock the further you progress. It was a real pain unlocking chains like Blood Auction/Charity and the various Fate’s cards halfway through the story… although this turned out to be the perfect time to unlock the Lion Prince’s.

    So far my favorite Fates are Shadow Agent (easy pick-a-card segments) and Lion Prince (the health gain mechanic), though Iron Hunger may make the list once I get the hang of building a deck around it. The least fun have been the Nomad (sketchy start), Monk (no gold gain is a real pain), and Apprentice (easy mode is really easy). Quest-wise the Kraken chain stands out for its set-piece end battle (killing the lizards is a trap), The White Minotaur stands out for the insane number of pick-a-card segments you have to win, Decent Into Hell stands out for the unexpected requirements of the second-to-last card (a high-damage weapon and at least three rings in your inventory) along with its rather unfair final battle, and The White Council stands out for how anticlimactic it ends.

    Starting out I suggest unlocking the various Fate’s cards (most added by the Wildcards expansion), particularly Apprentice to teach you the basics of combat, Soldier to give you practice building combos, and the first two Warlord cards to unlock a fantastic helm and solid artifact card. Then play with the Shadow Agent Fate for a bit until you get the hang of how the pick-a-card minigame works (it took me an embarrassingly long time to realize the card shuffling wasn’t random). After that point just try out each of the Fates until you unlock all their cards to figure out which ones are the most enjoyable for you. Note though that Shadow Agent can’t be fully unlocked until after the Jack of Skulls, Nomad until after the King of Dust, and Warlord/Monk until after the King of Skulls. Also, while theoretically possible earlier, to unlock the Lion Prince & Iron Hunger cards you’ll probably want to wait until after defeating the King of Dust (Lion Prince) and Jack of Scales (Iron Hunger).