![]() ![]() It’s mostly about understanding the rules enough to play cards in the right order. Having two heroes that are flipping positions lets you mix and match heroes, but the position swapping mechanic doesn’t lead to that many interesting decisions. There’s also almost always an incentive to sandbag as many resources as possible. You do need to make choices, and I’ve definitely punted a lot of value making them wrong while learning, but I prefer the ‘clean’ choices of Slay the Spire’s branching paths. The hex map and inks are new, but they do not fundamentally change what you are doing that much. There is also a major structural error in its progression, both within a run and overall, that results in the outcome often not being in doubt. Roguebook’s main innovations, having two heroes, the hex map with inks that uncover it and perks for deck sizes, disappointed. Often you’ll have two or more super powerful things going on that would be good enough on their own. There’s an entire hero pairing that’s all about going infinite in various ways. It’s a good time while you’re still figuring things out, if a bit slow, and then you get to be the all-powerful God deck if you enjoy that sort of thing. You can also get a ‘good stuff’ feeling from the ink on the map. It felt to me as if there were a number of things the game was trying to make happen that were never going to happen, resulting in cards that seem like you should never consider them, but there’s still enough for multiple unique builds for most or all hero pairs. The game is good at giving you the ‘good stuff’ feeling of finding powerful things and doing powerful things, and there are several powerful things that can get you where you need to go. Instead, it specializes in giving you the experience of powering up, doing ludicrous things and breaking the game in half. Its big drawback is that it doesn’t swing for the fences enough. Whereas Slay the Spire has an 89 and I’d flip that to 98. Roguebook has a 79 on Metacritic, and while initially I thought that was about right, on reflection I’d have it up around 90. If you weren’t impressed by Slay the Spire, unless your issue was the art style, this is unlikely to change your mind, and this isn’t as good as its predecessor, but it’s a worthy addition to the genre. If you loved Slay the Spire and/or liked Monster Train, and want more, this is your game. It’s very good, and better than I initially gave it credit for. 3 bits of information, what tier this is)Ģ. the 1 bit you actually need, whether this is at least Tier 3)Īlmost Pure Spoiler-Free Review (e.g. Review takes place in 3 stages: Pure (1 bit of info), Almost Pure (3 bits of info) and then Overview (analysis of big picture stuff). I was super excited to see what Richard could do, and hope he’d take his usual big swings. Thus, when I learned on its release day about Roguebook, a rogue deckbuilder from a team including Richard Garfield that was clearly at least a spiritual successor, it was clear what I would be doing with my free time that weekend. I can’t objectively recommend Monster Slayers or Dicey Dungeons, but did I have fun for a bunch of hours and get my money’s worth? Absolutely. Even when they’re not the best, especially in staying power, they’re almost always great fun to explore. In my rank order, there’s Monster Train (Tier 2), Dream Quest (Tier 3), Monster Slayers (Tier 4) and Dicey Dungeons (Tier 4). ![]() ![]() I’ve also played a lot of other rogue deckbuilders. ![]() It’s an amazing game, and with it now out for every platform including mobile phones, the only reason not to play is concern that you won’t know when to stop. If someone asks me what one game they should play, my answer is Slay the Spire. ![]()
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