

All factions are pretty good, yes, but one faction counters another, and that one counters another, etc. Rock-paper-scissor gameplay between factions. The pathing on your ranged units will sometimes go in melee range to attack instead of using the range at a diagonal. So, even if you try and follow the suboptimal numerical values, you most likely will end up getting fucked over regardless. There is also a random extra damage value of 1-2, confirmed by devs, but not indicated anywhere in-game. ***This is not a bug, even though it seems like it is, so the values you see on the card isn't what you get in-game, and can lead to confusing outcomes. For example, a 10 attack unit can hit your 11 HP unit and kill it by dealing 11 damage. The values on the cards are not the actual values in-game. Having numbers would solve these problems. There is a workaround where you can hover over units to see 1:1 interactions and how much HP each will have left, but you can't do the same interaction with multiple units.
#CARDS AND CASTLES DECK BUILDING HOW TO#
No numerical values are displayed on the health bars, so it's hard to plan how to destroy a unit over a couple of turns, unless you open an excel sheet and calculate there. This might seem like not much of a big deal, but the following point makes it 10x worse. This, mixed with cards that increase power by % makes the whole thing hard to keep track of. The numbers are just above Heartstone/Runeterra, but waaay below Yugioh or Pokemon values.

Only a few people so far have beaten it (at the worst AI), and it's hard to figure out what you're supposed to do with the deck you're given, since you can't view its contents. Even against the 'Potato' AI, you're still being held back by the mystery deck you're forced to play with. Good luck figuring out how far the card who 'Fears a little' does. Fear explains that a target flees, but doesn't give the details of Fleeing. For example: Entomb explains that a unit dying with this status gets buried under a Tombstone, but nothing explains what a Tombstone is. The cards have keywords, which are explained, but often times the keywords will have an additional unexplained mechanic in them. Good variety of units, powers, types of cards. No pay to win: you can farm all the current cards quite easily. Lengthy campaign, with access to a variety of decks. Enough faction variety, so far every faction has good cards and I haven't seen any one faction outshine the others. CCG mixed with a board, something Duelyst did wonderfully and Cards and Castles 2 hits the mark. Reminder that this is an EA game, and will most likely have some changes along the way. The concept is great and the execution is pretty good, but at the time of writing, I can't give this a positive review. I still hate RNG mechanics like 'Steal' which allows you to steal cards from your opponent's deck, which is a cool concept but I really hate it since you can be lucky and rob your opponent of their win condition or be unlucky and get stuff that is useless for you.Īll and all, I now enjoy the game and can't wait to see what's next. There's also still no way to see what some AoE effects (Chain lightning, Explosive) will do to enemy units and can cause you to miscalculate, since again, no numbers are displayed by design.

It doesn't explain however what impacts the range and that the closer the enemy unit is to 0, the more it will deal. The damage range cards can deal is now shown. I feel like it's gonna get more and more polished. So the game has gone through some changes, for the better I think. My previous review will remain below, only for the sake of explaining what changed and what direction the game is going in.
