![]() I can’t stress enough how painful this game was to start, though. Other times, things started to synergize into place and the whole game clicked. Some rounds, I felt like that efficiency was nearly unattainable because of the uphill climb of the difficulty. A lot of the choices you make regarding your two decks is to make them function as efficiently as possible. Over time, I learned that swapping out my followers to try to have the best team accessible for different battles was the better route to go. Things can go south very fast if you don’t manage things well. ![]() ![]() They also die if they’re knocked out again. When wounded, followers have one less hit point and one fewer energy cost in the next battle. When a follower is knocked out of a battle, they become wounded. That’s where the tightrope of difficulty comes into play. They can be placed on a gridded play area where they can then attack enemies, though that in turn opens them up to attack as well. The other deck is made up of those followers. Your leader’s deck is generally leaner, with cards that do immediate damage or provide boosts to your followers. You draw from two decks of cards, one representing your leader and the other your followers. ![]() The basics are reminiscent of Slay the Spire, as you play cards using a limited amount of energy to try to outsmart your opponent and knock their hit points down. Most of them lead to battles, which is the meat and potatoes of Nowhere Prophet. Some of them are relatively pedestrian, involving hunting for food or stopping by a shop. How you do that is by going from point-to-point on a procedurally generated branching map that should immediately call to mind the likes of FTL and Slay the Spire. Basically, you’re Space Moses trying to save your people (credit to NWR Editor Joel DeWitte for that summary). The card game puts you in control of a leader of a convoy trying to find salvation in a wasteland. ![]()
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