![]() The design element I find most compelling, however, is the front and back dynamic for the two heroes. More uniquely, you’ll also deploy allies into the battlefield – some of which offer up unique benefits like returning a card to hand or letting you swap hero positions, while others simply do damage at the end of every turn. Like Slay the Spire, you’ll spend energy to play cards, you’ll point attacks that do damage at enemies and you’ll find ways to build up block to mitigate incoming damage. Roguebook’s turn-based battle system has many layers. Cleverly utilising gems can have a massive impact on your deck’s power level and I really enjoyed looking for build-defining synergies. You may want to reduce a card’s cost, add card draw or perhaps always start a battle with it a particular card in hand. If you have the relic Flame of Ignus, you’ll get an extra energy orb any time a card grants you one, which means you should aggressively draft cards that do just that – as well as more expensive cards and card draw, as you know you’ll be able to take advantage of them.Įven the cards in your deck can be modified thanks to Roguebook’s gem system. 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. These perks, after all, fundamentally inform your choice of cards to draft, as well as how to approach any given fight. ![]() How well does your strategy fit together, and are you taking full advantages of the two heroes you’d chosen at the start of the run? Can you deal with multiple foes or work around status effects? And do you have enough lethality to topple enemies that steadily build their power? There’s generally a lot to keep in mind, especially as the row of relics and talents at the top of the screen gets longer and longer. Working out how to best gather and use ink makes for an absorbing layer of overworld strategy.Įach enemy encounter, meanwhile, is an opportunity to test the cards, abilities, buffs and modifiers you’ve cobbled together so far. 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. ![]() To recruit him, talk to him on the base camp on your next run.One of Roguebook’s most interesting points of differentiation is its overworld exploration. Unlock Fugoro, Merchant of Wonders by completing chapter 1. The unique treasure of Fugoro, Merchant of Wonders, is the Magic Staff: the first attack Fugoro performs each turn generates +5 power. * Fully voiced and animated, Fugoro interacts throughout the adventure and reveals more about the lore of Roguebook * Over 50 new cards that make the most of Fugoro's unique mechanics: magical coins, marks and agility * A new playable hero, with a unique treasure, talents and embellishments to unlock Combine Fugoro's cards with those of other heroes to build new decks and discover combos that will crush the Roguebook. He carries a large backpack bursting with treasures and magical coins, and is surprisingly agile with his staff, which he uses to leave marks on enemies. Infamous for being an adventurer, collector, pirate captain and frog-thief, Fugoro is a mysterious triton and the one responsible for the catastrophe involving the Roguebook.
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