![]() "One of my specific contributions was to get us thinking along this path of, 'Let's make it better to add cards to your deck in some way.' That led to this idea that the bigger your deck gets the more talents you get to unlock-it's not just diluting the quality of your deck. You might make the prices in shops 25 percent cheaper, or get the ability to heal a few points of health after each fight, or start fights with an ally in play who provides bonus mana (called spirit in Roguebook), and also does a couple of points of damage each turn. It's like leveling up, and you're given three options each time. The next noticeable difference in Roguebook is that you earn abilities for having more cards in your deck. ![]() "It's a low-hanging fruit as far as combos are concerned," Garfield says, "but getting my frog on is always fun." It sounds kind of like the degenerate decks that were possible in the early days of Magic: The Gathering, and may well be nerfed before release. It's a little like going for a poison deck or something like that." There are also synergies with cards that give additional bonuses if you have allies in play, or let you add more frogs, up their damage, and slow the rate they're removed. "They're a follower that you can have stacked, so you can have 12 frogs for example, then they'll do 12 damage and their number will be reduced by one. "The turtle hero can generate frogs," he explains. Garfield says he's partial to having the turtle hero, Aurora, in his team.
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