Just wanted to get some thoughts off my chest. But you can't even start a game without one. Not only did it make getting token fragments harder (stop killing my foes!) but for preference, I prefer playing without NPC allies in games. Combat became less about beating my foes, than it was spamming actions to unlock the token fragment. In theory, the tokens on weapons is cool, but in practice I hated it. Why is the map slightly slanted so changing travel destination is more fiddly? Why are the cards & text smaller? Why does the combat feel clunkier? Why is the window to counter smaller? They already took away the auto-riposte damage from the first game. The reward of an awesome one use quest vs being prepared for combat is a tough choice. Loved the tension of pushing for points vs hanging back to wind up a good weapon binding. But beyond that, I preferred most of what was in HoF1. Generally a pretty tight little game that did well to simulate the game while doing it's own thing. Don't get me wrong, the game does some cool things I like the dice roll (though the targets are often super high). Then came back the next day and tried it again. Boy was I so disappointed! Uninstalled it in the first hour. There's some other stuff to the love & hate, but let's talk about HoF2 for a quick moment. Why is there a slow zoom over the cards to show the shops? Just have them face-up already, and also why can't I just be zoomed in on the cards by default? but not when something important happens, like from a Lose 1 Equipment effects, where it just quickly falls out from the bottom. So much time is spent on showing cards, moving cards, moving in and out of combat. The game is 10+ times funded on Kickstarter and the campaing will only last another 6 days, so have a look Hand of Fate: Ordeals. Hand of Fate: Ordeals RULE AND MAKE 48.97. Hand of Fate: Ordeals is a board game adaption of the best-selling multi-platform, storytelling deck-builder of the same name. Like-wise with events where you give up something it never shows you what you are giving up, just that you can / have. Card Sleeves Card Storage - Cardboard Carry Cases & Supplies Citadel Accessories & Supplies Deck Boxes Dice Paint and Crafting Playmats More Categories All More Categories. Does it shuffle them extra sometimes or something? The game doesn't say. Better cards will be acquired throughout the game. Each Adventurer starts with a basic set of cards that allows them to move and fight. Hone your abilities, outwit your opponents, and slay the greatest of foes in order to claim the title of Hero. Hand of Fate: Ordeals is a deck-building game where Adventurers fight monsters and acquire treasures on their quest to obtain the most Fame. I see no decrease in the quantity or strength of failure cards. Trace the steps of your past and explore the vast lands of the kingdom. They have more success with the Success-Failure cards. Gaining new tokens, etc the general sense of progression.īut then there's some things I really dislike. The 'Batman: Arkham Asylum' styled combat. The choose-your-own-adventure esque element to the game. And I have a love-hate relationship I keep installing and uninstalling the game. New to the game, have beaten the last boss in HoF1, and now working on Endless Mode for some fun and finishing up the last tokens I need, etc.
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