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Being at the front gives Sharra a boost to her attack power, for instance, but if she’s paired with Seifer you may want to end turns with him in the lead. Some heroes utilise a specific position well too. Swapping heroes is also regularly used to avoid position-specific debuffs and to trigger effects, while ending the turn with a particular hero at the front is a big part of the strategy as they’re the one that will take any damage.
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Cards with Charge do the same, while cards with Retreat send the hero to the back. Swapping their positions is baked into many of the cards - cast one of Sharra’s Defend cards to gain block, for instance, and she’ll move to the front. 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.
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ROGUEBOOK DEVELOPER HOW TO
These perks, after all, fundamentally inform your choice of cards to draft, as well as how to approach any given fight.
ROGUEBOOK DEVELOPER FULL
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.
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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.
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