With blocking taken care of, this also means you can prioritise attacking or deploying allies that turn. If an enemy’s looking to attack for low damage repeatedly, then, you’ll want to end your turn with that hero at the front to basically negate the damage. If you have the relic Sturdy Shell, for instance, it gives the equipped hero five block each time he or she takes damage. Working out how to best gather and use ink makes for an absorbing layer of overworld strategy. You’ll discover piles of gold that can be spent at each chapter’s shop, you’ll collect relics that can potentially power up your gameplan, and you'll stumble upon standalone events and mythical creatures. As you paint, you’ll come across opportunities to draft more cards, to transmute existing cards, and to build up your in-battle energy reserves. Every map starts out with large swathes of blank parchment and it’s only by using brushes and ink pots that you can reveal what’s on each tile. One of Roguebook’s most interesting points of differentiation is its overworld exploration. Roguebook doesn’t quite reach the same dizzying gameplay heights as that game, but it has a lot to offer, from its clever dual hero battle system and gorgeous presentation, through to its puzzle-like overworlds that are built around the premise that you’re trapped within Faeria’s lore book. Well, to be more precise, developer Abrakam has brought its Faeria universe across to the roguelike deck-builder genre and created something of a (literal) storybook take on Slay the Spire. With Roguebook, those worlds are colliding. And in that time, two of my favourite card-based battle games have been Faeria and Slay the Spire. I’ve spent a lot of my gaming time over the last five plus years duking it out against all manner of foes using the most powerful weapon of them all… cards.
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