The more tokens you have, the better chance of getting strong equipment, which is another small hook that keeps you coming back. Tokens are earned from certain encounters if you complete them in a certain way, and will grant cards to permanently add to your deck. With multiple paths through many dungeons, it would make sense to seek out the exit or final boss as quickly as possible, but the addition of tokens that grant extra cards offers the perfect incentive for exploring. Getting your strongest weapon in the first few turns and picking out a few of the huge success cards in Hand of Fate’s equivalent to dice rolls (which see you select one of four cards that can either be a success or failure or a variant of both) results in a great feeling, not too dissimilar to rolling a perfect 20 in D&D to take out that seemingly unbeatable foe. Quite a few times I wanted to rage quit after I made a stupid mistake, but the thought that maybe I was in line for a good run made me jump straight back in again. It’s the roguelike elements that really keep you coming back for more. Getting a good run of encounter cards can be the key to success in later stages and in the incredibly addictive Endless Mode, but more often than not a string of unavoidable combat encounters can leave you in a very sticky situation. The location and layout of each card is randomized so no two runs will ever be the same. The encounter cards can range from a simple shop to a combat encounter, or just a chance meeting with a goblin who gives you a free piece of equipment. Early on, your deck composition is fairly unimportant, but later on tailoring your equipment deck to the encounters you will face makes things a lot easier.Įach turn you can move to one card across from you undiscovered cards will be face down and revealed when you move onto them. As you progress, you unlock more cards to add to your decks. You have two decks of cards, one made up of weapons and armor that you draw during each dungeon run, and another made up of encounters, that are placed on the table for you to explore. With so many different elements it’s not easy to describe Hand of Fate in a succinct way. It sounds crazy, but it works unbelievably well. Coming from a Kickstarted background, Hand of Fate is a collectable card game with heavy roguelike elements, third person combat and more than a hint of Dungeons and Dragons. Rarely does a game you’ve never heard of rock up days before release and absolutely blow you away, but that’s exactly what Hand of Fate has done.
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