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Strategy is also contingent upon the cards that you’ve had the chance to add to your deck throughout exploration. I found this to be the most gratifying part of the experience, as it legitimately takes some time to establish what the go-to approach will be for each combatant. Alternatively, you can also purchase single cards directly from the shopkeeper, at increasingly inflated costs.ĭepending upon your selected partner, the strategy you employ can shift greatly. For a vault, you pay the standard fare of 25 pieces and are then presented with three potential card choices. Both approaches depend upon having enough scratch to afford their purchase. Among them, you have the vaults of wisdom and the shopkeeper. Exploring the hexĪs you make your way around Roguebook’s stages, there are at least a couple of avenues for adding cards. You’ll need to do everything in your power to snag new cards because the base deck leaves something to be desired. Early on, acquiring the cards needed to flesh out your deck is the modus operandi. If you have no other housekeeping that needs to be completed, this is where you dive into the shit, as it were. The trick is, you have virtually no indication as to where a vast majority of these are hiding.Įach time around the horn, you start by selecting your partner, followed by updating the skill tree unlocks. You’ll find gold, additional card sources, and even key items strewn about the environment. You’ll want to use this ability to open up access to most of the map, along with a few dead ends to boot. To traverse each stage, you need to use the paintbrush and inkwells to reveal tiles and allow passage. You cannot move across any greyed (or in this case, browned) out tiles. Essentially, the level unlocks and progression, along the skill tree, are the only elements that carry over between runs.Ī “run” in Roguebook takes place on a fairly standard hex-based grid, with a vast majority of the tiles/spaces being hidden. Along with this, there are also pages that you can collect to better flesh out the skill tree. Each character has a leveling bar that unlocks new potential cards and objects every time you ding a new tier. It was partly due to the quasi-consistent progression between sessions in the form of unit leveling. There’s a reason why I didn’t want to pull my hair out from the endless repetition.
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Yet for whatever reason, in Roguebook, repeating the same loop doesn’t bother me so much. I mean, who goes into a game with the goal of dying enough to level up their character? The last time I checked, the definition of insanity is doing the same thing over and over again, expecting a different result. If there’s one thing that I’ve always disliked about the roguelike genre its the dependency upon your failure as a gameplay hook.
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Can this Kickstarted darling deliver on its initial sales pitch, or will it fall tragically short of fans’ expectations? The most recent attempt is a combination deck builder and roguelike by the name of Roguebook. While most of these sorts of titles were reserved for play around a kitchen table, finding a way to make the jump to video game form is all the rage as of late.
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In fact, at this point, they’ve been around for decades. Deckbuilding games are not a new concept.
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