![]() ![]() Your hero doesn’t start with much health as it is, and taking little ticks of damage stacks up very quickly.Ĭhapters are organised similar to that of Slay the Spire, where you’re given a long page with a lot of branching paths. The other issue is that your hero’s damage progresses from battle to battle, just like other games of this style. If a minion is defeated, the other option is playing a minion again, but if you do you’ll lose that minion for the rest of the chapter, or at least until you beat the area boss. The main reason that this is an issue is if a minion you play is defeated, you are forced to battle as your hero. I’m not opposed to enemies having abilities as well, but right from the start, Oaken essentially forces you to take damage constantly, creating a real issue. A lot of them are something along the lines of “deal 1 damage to adjacent creatures” when defeated, which is cool since it can damage enemies as well, but there are very few ways to not be next to an enemy when you defeat them. One of the biggest issues is the fact that every enemy tends to have an ability as well. ![]() ![]() This can make lining spells up a bit frustrating. It’s no longer just forward, backward, left, and right. The main way the tile shape comes into effect and really matters is with any spell or ability that attacks in a straight line. Although, it can make it feel like it takes a bit longer to get from one side of the board to the other. The idea of moving with a hexagonal space doesn’t change too much. Save for a few abilities that are “this character has +1/+1 on a green space” or getting a trinket that gives a buff or debuff, there’s no real detriment or advantage to being on one space over another. The different coloured spaces are essentially pointless, in a sense. Unlike most other games, each space instead of being square, is hexagonal. Minions generally have abilities, like turn spaces into a green space, a purple space, etc., or deal damage to all characters adjacent. Cards can offer either minions or spells. Just like other games that are card-based, after each battle you are given an option of cards to add to your deck. Each turn you have energy to use on cards or abilities, and energy rolls over to the next turn. This character must survive, or else you lose. You’re given a “hero” character that starts on the board. ![]()
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