The problem is, the game not only runs out of steam, but it also puts a lot of barriers between you and that strategy game. There are various fairly simple status ailments, buffs and debuffs that increase or decrease damage or stun an enemy or ally, or which otherwise alter the mechanics slightly, like being cursed, which causes you to discard a card when you use a card with that hero.Īll in all, it makes for an interesting strategy game… at least, for a little while. The main reason is the many knockback attacks in the game, which allow you to knock enemies into other enemies, causing them damage, or knock them into environmental hazards, damaging them or even killing them if you knock them into pits. The game has a surprisingly large emphasis on spacing, even though most attacks simply move you automatically to your target. Some cards will draw you extra cards, while others will cause you to discard other cards from your hand. You can redraw up to two cards per turn, allowing you to sculpt your hand a little, and you keep extra cards from turn to turn. You have three actions per turn, which means three card plays, but because some cards allow you to sometimes (or always) take an extra action, you may end up playing significantly more than three cards per turn. You control three heroes, but instead of them having a preset set of actions they can each take each turn, you instead have a deck of 8 cards for each character, shuffled into a deck of 24 cards (plus one “combo attack” card, for a total of 25 cards), which you draw a hand of 6 cards each turn. Instead of being based on grid based movement and initiative order, the player and the enemy take turns as teams. Marvel’s Midnight Suns is a tactical RPG made by the creators of XCOM however, it is radically different from most TRPGs.
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