![]() Relics with unique powers – Upgrade your cards with 30 special gems. You will never play with the same deck twice. Strategic battles – Skilfully anticipate and queue up your actions to defeat over 40 bosses and enemies.ĭynamic deckbuilding – Over 200 cards to cleverly assemble as the game progresses. Switch the positions of your heroes and combine their strengths to unleash powerful combos. Maximise synergies – The hero at the front protects the hero at the back. Each hero has a collection of over 50 cards, a personal relic and a unique skill tree. It would be easier to see a breakdown of the current deck, choose cards to pair with gems, and figure out which item should be equipped on which hero.6 hero pairs – Choose 2 heroes to start a game. Some advanced functions like filters and counts for certain abilities would have been nice. There is a lot of bloat that could have been slimmed down, such as the extra step to access the shop or the lack of a keybind to automatically loot all items. On the flip side, not all of the UI design translates clearly. There are clear cues taken from previous competitive card games and deck builders. The UI is probably the weakest part of Roguebook. It’s an amazing level of complexity considering most overworlds in deck builders are simple paths with only one or two options. Players must constantly consider the benefits of getting in a fight with many regular or elite encounters in hopes of getting enough inks and equipment to beat the run, without being so crippled that it’s impossible to clear the boss. It’s a game of risk of reward with a bit of luck thrown in. The goal is to strategically use the paintbrushes and inks to reach major points of interests in hopes of uncovering buffs, rewards, and fights that will make the boss battle easier. For more precise and efficient work, inks reveal a smaller amount of space. Players are limited to five paintbrushes to uncover tiles around them. The Civilization style map exploration is a wonderful addition to the deck building gameplay. At times, I found the ramp up between levels to be a bit brutal until later in the game. New players will be able to learn the ropes and consider some basic decks in the first level, but the difficulty level quickly ramps up. Since damage carries over between fights, players need to be careful with positioning. The character who plays a defend card is moved to the front of the line. Not only do players need to worry about incoming damage and debuffs to maximize their gains, but the physical positioning is also key to victory or defeat as each character have a role that they specialize in. Two characters using their own abilities adds a layer of tactical complexity. The cards are smartly designed to boot, offering plenty of potent deck options.Ĭombat is excellent. Instead, Roguebook encourages players to collect at least a certain number of cards in their deck to max out their talents. Roguebook tries to break from the traditional tactic of slimming down a deck to the bare metal in hopes of cycling important, synergistic cards as quickly as possible. Roguebook offers a twist on rogue-like deck builders with its Civilization style exploration. As players complete runs, they will earn pages to unlock permanent buffs to help them progress deeper into the game. There are four characters in the game, each with their own unique talent tree. Players need to conquer three levels to win. Roguebook is in the same vein as other rogue-like deck builders like Slay the Spire and Monster Train.
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