![]() If the enemy blocks, you break it with a bash. The "default" action in combat you'll most likely be doing will probably be to spam attack. Core combat is simple: you can attack, bash (which breaks the enemy's guard), block, and dodge. While most of the game is presented through cards and games of chance, combat is fully played out in real-time action. ![]() Of course, it's not a fantasy adventure without a few brawls as well. The gambits also range from pure skill (pendulum) to pure luck (dice), which both keeps the game from feeling like pure chance while also making sure success is never guaranteed. ![]() Having multiple gambits helps keep the gameplay varied, and allows for an event to be easier or harder to clear. When you press the button, the wheel stops spinning (although not immediately), and the card the wheel lands on is the result. Any number of any types of cards are arranged in a spinning wheel. The final gambit is the wheel, which is probably the most versatile gambit. You press the button to stop the pendulum, and the first segment the light is hitting determines the result: gold is huge success, silver is success, hitting nothing is failure, and red is huge failure. Next is the pendulum, which is a swinging pendulum of light with gold, silver, and red segments moving back and forth along the bottom. Dice allow for greater nuance of probability than cards, but with a purely binary result. Your goal is to beat a certain, prespecified number. In dice, you roll three dice, reroll as many of them as you want, and then sum them for your score. In the early stages of a campaign you can usually make an educated guess on which card is which, but eventually the cards get shuffled so quickly it becomes pure chance. As the campaign progresses, the shuffling will become faster and faster. In the card gambit you are presented with (typically) four cards, each of which can be Huge Success, Success, Failure, or Huge Failure the cards are shuffled face-down, and then you pick one. Cards are the foundational gambit, and the only gambit that was present in Hand of Fate. There are four types of gambits: cards, dice, pendulum, and wheel. The main purpose of fame is to serve as a requirement for equipping certain pieces of equipment-you can no longer breeze through an entire campaign if you luck into an overpowered weapon in your first couple of encounters-although there are a few encounters that depend on your fame as well.Įncounters play out through textual descriptions of events, with the outcome dependent on your choices as well as chance gambits. You gain fame by clearing encounters, and generally don't lose it (although there are a couple of encounters that can decrease it). Lastly you have fame, which is new to this game. If you have no food, however, you lose ten health instead. Each time you move to an encounter card you have not previously visited, you consume one food and gain five health. Next is gold, which also behaves as you would expect. First is health, which behaves as you expect. There are a couple of resources for you to manage. If you move to a card that is face-down, it will be flipped face-up and the encounter on the card will activate. The goal is to move your token from card to card to reach the exit card (which will take you to either the next map or the finale for that campaign). Each map consists of a number of encounter cards arranged face-down on the table. The basic idea is straightforward enough. The game does deliver the sense of adventure and discovery that its fantasy aesthetic promises, but has some of the aggravations and annoyances of luck-based card games. If you've played the original Hand of Fate, Hand of Fate 2 is just like that. The damage you take when something goes wrong? You guessed it, cards. The encounters you experience on your adventure? Cards. Hand of Fate 2 is a fantasy-themed deckbuilding roguelike game where everything (but you) is represented by cards.
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