![]() ![]() It's a varied pool, but only a few abilities stood out to me as genuinely new. There's one that buffs every other robot when it dies. Here's a robot that absorbs the first instance of damage. Most have abilities, largely familiar if you've played a card game before. ![]() ![]() Every member of your caravan is a card that can be played in combat, though you'll want to prune your actual deck down to the best of them. When you're not picking your way across the wilderness, exploring or trading or talking your way out of (or into) scrapes, you're fighting. Time after time, my robo-ponents would spare my vulnerable scary units, completely waste their cards, and spend their go pointlessly demolishing rocks on their side of the board. I'm sure luck played its part, but I'm also sure I owe much of my success to atrocious enemy AI. Maybe I got lucky, and a few early game finds set me up for an unusually unchallenging sprint through the wasteland. I waltzed to victory on my very first run. You're supposed to teeter on the brink of destruction, to panic as starvation or murderers close in. It's about managing your convey of new followers, feeding both their bodies and their spirits, and making decisions that won't wind up with your caravan in a smoking roadside heap. A successful run isn't just about defeating them, though. Between you and supposed salvation are bandits, slavers, rebels and rogue machines. You're off to find a crypt, because a robot told you to. Nowhere Prophet should have left me exalted, but unfortunately it doesn't end up going anywhere. I'm a sucker for deckbuilders, too, especially when they're also roguelikes, particularly when they're brimming with clever ideas, and notably when those are woven into encounters that demand a choice between morality and material reward. Tell me stories about those that come after: the post apocalyptic survivors of a world built atop the ruins of the last. ![]()
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