My favourite battles, though, are the puzzle missions you find out on the map. Key story fights are often fun and surprising, with special conditions like powerful fighters to target or allies to defend. But the mix of exploration, story and battling would all feel too slight if not for the sheer variety of scenarios. Its maps are a beautiful, painterly depiction of bleak, war torn lands, and its story is a well told tale with a sympathetic, no-nonsense lead. Thronebreaker is a strange and interesting curio. The mix of exploration, story and battling would all feel too slight if not for the sheer variety of scenarios. The way deck building is implemented does reflect your campaign of alliance and growing power, but it comes at the cost of never really needing to think through your deck's composition. Those Lyrian Arbalests have been with me since the beginning of the game, and have remained a powerful enough option that I've never felt the need to remove them and experiment with other possible configurations. The extreme version of this that Thronebreaker never toys with is forcing you to rebuild your deck. But losing a favoured card is a clear reaction to Meve's decisions. Missing out on some resources because I chose a specific option rarely feels like a major punishment. I do wish a little more had been done to tie the story to your available cards, because it's by far the most interesting consequence of your actions. Not to spoil the specifics, but the Rayla/Lemmings combo wasn't available to me for long. All have their own beliefs and prejudices that they follow, and thus they'll join or leave based on your actions. These characters all play into the story, too. These are both gold cards, representing specific, named characters who Meve meets and recruits on her travels. With them, I'm able to play three cards of my choosing in one turn, regardless of draw. I've finished most standard battles with an absurd lead, as the AI opponent struggles to play anything that can outpace my various engines of destruction.īy far my most ridiculous pairing was of Black Rayla, whose Order ability lets me play any card from the deck, with Xalvier Lemmens, who can recharge Order. As a result of all these options and my many upgrades, I've created a deck with ridiculous damage output, whatever I draw. There are even cards that operate outside of your draw, like the Gheso Arbalest, who appears on the battlefield at the start of the first round, thus bypassing the initial draw entirely. Or I'll draw Lyrian Scythemen and Lyrian Arbalests, both of which have the Loyal trait that procs an action every time I use Meve's leader ability-which is on a reduced cooldown thanks to my Lyrian Banner card. I might draw Wagenberg, which gains attack power each time a unit is played on its row, with War Wagon or Rivian Pikeman, which spawn or draw extra cards onto the board. There are enough powerful card combos that you'll always have plenty of ways to win. Here, though, thinning is never an issue. Thronebreaker doesn't view balance in the same way as Gwent, because RPG power progression is at odds with competitive 'fairness'. Anyone who's played previous versions of Gwent will know that more cards isn't necessarily a good thing-a key concept of multiplayer Gwent is thinning, burning through your deck to ensure you draw the most powerful cards by the final round. Other upgrades increase your Recruit Cap, letting you place more cards into your deck. It's just better, and you're deadlier for having it. The upgraded version has a 66% chance of doing damage. The default version of the Strays Bomber, for instance, sets an enemy row on fire-with a 33% chance to do damage to cards on that row every turn. The best camp upgrades let you build new cards, or replace your key cards with outright better versions. You use this resources to train units-new cards for your deck – and upgrade your camp. As you click-and-drag to move Meve around the map screens, you'll find resources that grant you gold, wood and recruits. That can make fights increasingly easy-at least on the medium difficulty setting that I played. The most important change, though, is that Thronebreaker doesn't view balance in the same way as Gwent, because RPG power progression is at odds with competitive 'fairness'.
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