There's little variety or poetry in these building blocks, just acres of repeated grass and mountains, as sparse and basic as the 8-bit tilesets of a NES Dragon Quest. If you've played Inscryption or Hand of Fate, where fantasy lands are abstractly suggested by a few crude tokens, there is a certain wow factor to Voice of Cards' more total world-building.īut the wow wears off. ![]() ![]() Characters, items and buildings slide across the table as they come into play, while hundreds of cards depicting roads, grass and seas are spread out to form an overworld for you to navigate tile-by-tile. ![]() It's a cardboard kingdom dealt out by a disembodied game master who narrates the campaign. ![]() In truth it's less a card game than a game built from cards.
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