It requires a different kind of strategy in both deckbuilding and combat, and it truly works really well. The dual character dynamic and positioning mechanism gives Roguebook a very distinct feel from most deck builders. Instead, the one character remaining has a chance to revive the other, and two useless wound cards get added to the deck as a penalty. One character going down doesn’t mean the end. Sharra deals more damage at the front, while Sorocco gains additional block, for example. Others are more powerful or cost less depending on how the characters are aligned. Many cards and the characters themselves interact with the positioning mechanism, with many effects triggering when the characters swap. Swapping characters from front to back is a vital part of the gameplay. With the character in the front taking damage from attacks. The advent of two characters puts an additional spin on the genre, as the character’s positions can be swapped around during battle. Each one with unique abilities and cards, and you have to manage a deck containing both. You control two characters at a time in Roguebook. However, Roguebook’s inkwell goes far beyond the basic table of contents that the genre is known for. Each turn you have a base of three energy to spend on cards, and any unplayed cards are discarded. Roguebook follows the standard deck builder formula. #Aurora roguebook series#You go through a series of battles, building a deck and starting over if you lose. The gameplay loop will feel familiar to fans of the genre. Platforms: PC, Xbox Platforms, PS4/5 (Switch Coming soon) Review Copy Used: Yes, Fugoro DLC included But they are equally important in making Roguebook a novel experience. The smaller differences are less apparent until you begin to flip through the games pages. Visuals aren’t all that important to the genre, but it’s a nice bonus and speaks to detail that went into crafting the game as a whole. Roguebooks storybook art style is exceptionally polished making it one of the best-looking deck builders out there with slick animations to complement it. The exploration in Roguebook is also freeform as you use inks and brushes to reveal the landscape and uncover all the loot and power-ups you need to win. Managing the cards for both in the same deck while attempting to maximize their synergy. You control two characters at a time in Roguebook But most of them have a large quirk that sets them apart. Every time I review a deck builder, Abbee always comments that it looks like Slay the Spire, and she’s always right. Roguebook is a familiar story with fresh ink. You can watch a video version of this review on my YouTube Channel. The creator of Magic the Gathering having a hand in Roguebook definitely sets some lofty expectations, especially given how many great games already exist within the genre. This adds a new level of strategy to combat, as switching out your character to be in the lead at specific moments can mean life or death.It’s difficult not to become excited over anything that involves cards and the name Richard Garfield. Many cards, abilities, buffs, and debuffs in Roguebook are dependent on a character’s position–either in front or the back. Yet what makes Roguebook stand out is its focus on tag team combat. All these elements help make each run enjoyable, even if the RNG gods aren’t smiling on you. Players can also collect a number of items that can permanently impact combat and can stack effects to cards with gems found in each page. As you progress, more in-depth status effects, buffs, and debuffs are introduced, forcing players to be strategic about the cards they collect and play. Things start fairly straightforward, with each card and enemy simply dealing damage or raising defence. It doesn’t innovate on past deckbuilding roguelikes, but it does enough for its combat to become a highlight for the game. In the midst of battles, however, it can be easy to forgive Roguebook’s unremarkable presentation. Not every game needs to present never-before-seen concepts, but Roguebook’s lack of character and charm means that I’m simply unable to concretely remember anything about play sessions I’ve just spent a few hours in. Even the playable heroes Sorocco and Aurora fail to make much of an impression, ultimately blending into Roguebook’s familiar fantasy world. With the game touting the involvement of the creator of Magic: The Gathering, Richard Garfield, one would assume that more about the world would stand out. Unfortunately, Roguebook feels incredibly generic, its world, light narrative and character designs seemingly recycled from the sum of its influences and peers.
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