Many games handle this mish-mash of design well – Roguebook may just do it best. ![]() Card games are also infinitely more complex in their design, which is easily seen by the amount of text and keywords a single card can contain. Card games, however, limit the player because of each card’s inherent cost, or via some other mechanic (see Keyforge ), and, more often than not, don’t fully replenish a player’s hand each turn. In fact, it actually provides you with the resources to buy new cards. The main difference between these ideas is that in a classic deck-builder you pretty much always want to play your entire hand every turn because it doesn’t cost resources to do so. Video game deck-builders are actually a hybrid of deck-builders and card games, like Magic the Gathering or, my personal favourite, the Final Fantasy Trading Card Game (available now at your local game store *wink*). The thing is, board game deck-builders are very, very different. The trick? Take inspiration from card games. So, naturally, as that genre started to move across into the digital space I was pumped, if a little nervous, but fortunately it has been a huge success! They very easily could have flopped by not innovating during the transition but developers quickly discovered how to build on those core concepts in ways you can really only do via video games (without adding a ton of upkeep and melting your brain). See, I’m a big board game fan and deck-building is easily one of my favourite mechanics – it just feels great to see what you’ve created mesh together as you snowball momentum or crumble as you hurry to find the missing piece of the puzzle. ![]() Over the past year I have played a lot of deck-builders, rogue-lite or otherwise.
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