![]() Some runs you barely find any, others you end up socketing even your bad cards. LEGENDARY HEROES -6 hero pairs Choose 2 heroes to start a game. A new playable hero, with a unique treasure, talents and embellishments to. I loved another, the boomerang gem, that made it so instead of being discarded when cast, the card would always be shuffled back into your deck. Put together the best synergies between cards, relics and abilities, and take on the Roguebook. and the one responsible for the catastrophe involving the Roguebook. They range from mundane, like +3 damage, or -1 cost, to pretty exotic, like one that always places the card in your starting hand. Those gems provide an upgrade to that card, adding bonus effects or boosting existing ones. Roguebook's most interesting twist is in gems, which you pick up mid-run and place in sockets on your cards. Finally there's Aurora, an awesome deck design that's fragile on the face of it but can turn clever cardplay into a stream of healing that becomes damage as she overheals. Seifer's a weird one, a pain-fuelled wolf whose all-out offensives are backed up by demon allies. There's Sorocco, an ogre whose deck is all about shrugging off hits while you wind up a giant punch. Sharra's fast and aggressive, but relatively fragile when you can't manage her tricks to avoid damage. Out there you find gold to use at the shop, magic cubes to draft new cards from, adventure events with weird consequences, and combats to flex your deck's muscles against.Ī new run is a chance to experiment with the characters you pick. ![]() With your two picks you move into the book's blank pages, a hex grid, and explore by spending limited brushstrokes and ink splats to reveal unmapped parts of the book. Your deck is a combination of two out of the four characters, each with their own unique card set and talents. Some of the Epilogue choices make the game too hard (imo). Its familiar parts are arranged in a new way with a few clever twists. I think some of the Embellishment categories should offer more than a 3 per level-up. Although the best version of the roguelike remains on PC with a mouse and keyboard, Roguebook still offers tons of fun on the Switch. I would steer clear of handheld mode as long as it lacks a font size option. To its credit, and to its detriment, nothing in Roguebook is particularly novel. If the Switch is your only avenue to play Roguebook, I would still recommend it to deck-builder fans looking for a solid take on the genre. Your deck itself even levels up, with your card count giving you points to spend on randomized talents. ![]() It even relies on an old deckbuilding staple, asking you to mix-and-match two card pools each run, which was used to such great effect in Monster Train. It has Slay the Spire's flurry of weird artifacts to collect and use. It pulls in a Hades-esque buffet of advanced challenges to mix and match after you first "beat" the game. Roguebook lifts some great design from other recent roguelite games.
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