Some form of resource management would make decisions more challenging and interesting.Ĭhoosing which loot to pick at a treasure chest or after a battle can also be tricky. I do wish there was more risk involved, however. I also like the added challenge in dungeons where the big boss comes after you each turn, shortening your time delving before the fight. I love how you can manipulate the dungeon as you go, stretching out the labyrinth until you're well-equipped. You'll need it to keep leveling up your base, which is where most of the game's progression takes place.Īt the guild, you have various dungeoneers to choose from, as well as special cards that give you (often temporary) bonuses with dungeons, and special rooms that increase the likelihood for good drops (like a blacksmith which improves the available weapon cards) It's not super complicated. And gold is pretty much the be-all, end-all of exploring. Once you've beaten an enemy, you get some loot which you can equip or, if you have it already, sell. Each class has its own special abilities also, as do many enemies.įights are pretty well balanced, and the challenges get a bit more tense as you go, though it's never truly nail-bitingly difficult. A successful block may deal extra damage, or force the enemy to discard one card from their hand. You have physical and magical attacks and defenses. Sometimes you get a really good card and a really bad card (stupidity, normally, which gives you blank cards that do nothing in combat, leaving you open to attack.)Ĭombat is pretty straightforward. Each one adds cards to your combat deck or extra hearts in your life-bar. The items you equip: One piece of body armor, one side item (like a shield), one piece of head-wear, and one weapon. The loot takes the form of gold or items, armor, and weapons.
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