![]() To be honest, even with all my hopes and expectations in place, I was tired of Roguebook before it even began. Though the game is heavily marketed as being a Richard Garfield joint, it is clear that he is lateral and not central to the project as a whole. Add to that hex-based maps and talent trees and JRPG-style combat using the aforementioned decks. So I was doubly curious and extra excited to see what Richard Garfield teaming up with the Faeria crew could create, especially if they were going to take on a seriously overwrought set of game trends that we see everywhere: Rogue-likes, deck-builders, and Rogue-like deck-builders. In fact, there is a direct tie-in to the Faeria world, though you’d only really get this from the opening crawl: “The Lore Book, a relic containing all the world’s legends, was lost in a well of Faeria and developed a wicked free will of its own.” With this disruptive game system, Roguebook players will want to collect lots of cards in order to unlock new skills for their pair of heroes and create explosive synergies!” “Roguebook gives players the chance to explore the subtleties of Roguebook’s gameplay, such as inserting gems to upgrade the cards in your deck or exploring the world through its ingenious inkwell system, not to mention the concept of the Tower Deck, which reinvents deckbuilding. The marketing copy for this new AA Game title from the makers of Faeria is as follows: He has a knack for streamlining extremely complex concepts into manageable, approachable packages like Magic: The Gathering, Bunny Kingdom and Keyforge. Roguebook is interesting to me because Richard Garfield is a game-systems master if ever there was one.
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