Roguebook makes you think, that’s for certain. These will apply various buffs or aids but can’t be used like the main characters. The only external help you’ll get comes in the form of summons. You can’t switch out during a run though, so be prepared before you begin. As you play through the story, two other characters will join Sharra and can be selected to accompany here instead of Sorocco. Enemies deal damage to the character in front, so a miscalculation can leave a vulnerable character exposed. Some allow you to hit multiple enemies, others only trigger as counter attacks. There are, of course, lots and lots of cards. In order to defend against an attack, you’ll need to play a defensive card with the character in the lead. Sirocco is tougher, with more defensive cards in his hand. For example Sharra is fast, deals heavy damage but can’t mitigate it well. Each has their own deck based on individual attack types. The former is the white-haired warrior that graces all the art the latter is a frog-like ogre. Of course, you’ll pick up new cards as you play, and new decks in the form of playable characters. You’ll find artefacts that carry forward through runs, level up your deck to give you more action points to play with. The roguelite element may not be wholly fresh, but it works wonderfully well alongside the card collecting element. A lot of it works, but some of it doesn’t. But here, there’s a definite sense that Abrakam have taken what they know and attempted to apply a degree of newness. Roguebook seems to be aiming closer to the middle ground between strategy and strong-arming, though it still remains much closer to the former.Ībrakam Entertainment are better known for their Faeria series, which in fairness isn’t a far cry from what’s on offer in Roguebook. But the simple truth I’d rather not admit is that I don’t have much of a head for tactics. I’ve played a few over the years, like Hearthstone, Gwent, and Slay the Spire. I’ve never really gotten my head around deckbuilders.
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