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TrustedArima..
5/5

One of a kind. The best in the roguelike Tetris genre game by a huge margin.

Highly innovative, with a lot of different play styles. Many ways you can pivot your build, combined with some interesting boss mechanics.

There was another Tetris roguelike I've played recently. That one was called River Towns. I think that game was very mediocre. But this one can be considered a much, much better version of that game.

You can see your next three draw piles, so you can plan strategically ahead of time. A lot of very interesting grid modifiers; you have to both plan your best placement as well as consider what is the worst placement is for enemy tiles to minimize your damage exposure. It is roguelike + grid combat + Tetris.

And the best thing about this game is that the three different organizations/kingdoms (the Duchy, the Republic, the Order) all feel very unique and offer different play styles. Akin to Slay the Spire's level of uniqueness between different characters. I often criticize many so-called "roguelike" games for having no real difference between which starting character you choose, and every single run feels very similar (no variation in between runs). But this one is not that; it is a true roguelike experience, similar to Slay the Spire, where you really have to know what is possible to appear, what card you wish to get, and choose only the one you need to maximize your economy early on.

The only downside I could say is that the progression is a bit slow. I wish you could unlock "the Order" or "the Republic" much sooner, because in the beginning, you can only play the Duchy. You need to play about 4 or 5 runs in order to possibly unlock "the Republic." That is, if you don't unlock unnecessary things, like me, unlocking branched cards instead of focusing on unlocking the new organizations/kingdoms, you will find that it wasn't that fun. A big advantage for Slay the Spire or Monster Train is that after you finish 1 run, if you can beat the boss (that means you are a good player get-go), you can play the other characters already and get a brand new feel right away. For me, I beat the boss 4 times with the Duchy before I had enough points to unlock other organizations.

This is also the core reason one guy below me says this game is boring. This game is not boring. But you haven't unlocked the mechanism that is fun. What I would recommend is, if you unlock the tech tree, go straight up. Do not branch away from the center line. All the other things could be unlocked later, but if you don't unlock the core mechanisms like technical card type (must-have! Like magic cards in other games do direct enhancement or damage) or university location (you can choose a technical card on the map), you will start out with the same exact draw pile for every run. Especially, without the mercenary (borrowed for one run with enhanced combat ability), it's pretty difficult to win.

The faith mechanism to multiply your existing resources so that if you don't spend it right away to upgrade, you can choose to "slow start and multiply big."

There are also cards that require you to leave as many blanks as possible to maximize the yield, so there are also builds where your best option is to simply to exceed the top to intentionally end round early.

There are also cards that can auto-expand, you can leave some blanks for them, and they will automatically fill out any blank space for better adjacency bonuses.

If you played Duchy, you will find the card that turns forest into field, and there are also cards later on that you can unlock to turn the field back into the forest. Each time the tile's properties change, it compounds by the next change. So you can turn the same ground from field to forest to field to forest back and forth several times within a turn, greatly increasing your output.

With some technical cards, you can trap your enemies and make them do no damage at all. And also, you can withhold an enemy card from placing it. So if you find one enemy card hard to beat. You can keep it in your hand and never play it.

Even if you just play the Duchy, without a 2-level lumberjack card from your starting deck, this game is really hard to play.

And if you play as the Order, you can use your remaining force to do extra things, especially to build faith for later compounding. I haven't played much for the Republic yet, so I do not know what other ways you can build your deck.

What you need to do is check the challenge and complete as much as you can in every single run. And when you unlock the tech tree, go straight up. Do not branch out! I repeat, DO NOT BRANCH OUT!

If this game had been released a little bit earlier, it would have sold much better because two weeks later, Monster Train 2 is about to be released. So I feel sad for this game. I bought it on Steam, but I can already see I'm not going to keep playing this game for long because two weeks later, I will definitely play Monster Train 2, day in and day out, for at least 100 hours. Not sure if I'll ever touch this game for a long, long time.
10
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Trusted😈 Crazy Minority 🤖
I was surprised how well this combination of tetris & deckbuilding was,
i couldnt agree more,very cool game 👍
But Monster Train 2 is something i surely looking forward to 😎
damn played the first one sooo much hundreds of hours 😂
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TrustedVIPHelperDazed.N.Confused
There is English support via the English interface.
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FlashT
a bit boring
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TrustedArima..
This game is not boring. But you haven't unlocked the mechanism that is fun. What I would recommend is, if you unlock the tech tree, go straight up. Do not branch away from the center line. All the other things could be unlocked later, but if you don't unlock the core mechanisms like technical card type (must-have! Like magic cards in other games do direct enhancement or damage) or university location (you can choose a technical card on the map), you will start out with the same exact draw pile for every run. Especially, without the mercenary (borrowed for one run with enhanced combat ability), it's pretty difficult to win.

The faith mechanism to multiply your existing resources so that if you don't spend it right away to upgrade, you can choose to "slow start and multiply big."

There are also cards that require you to leave as many blanks as possible to maximize the yield, so there are also builds where your best option is to simply to exceed the top to intentionally end round early.

There are also cards that can auto-expand, you can leave some blanks for them, and they will automatically fill out any blank space for better adjacency bonuses.

If you played Duchy, you will find the card that turns forest into field, and there are also cards later on that you can unlock to turn the field back into the forest. Each time the tile's properties change, it compounds by the next change. So you can turn the same ground from field to forest to field to forest back and forth several times within a turn, greatly increasing your output.

With some technical cards, you can trap your enemies and make them do no damage at all. And also, you can withhold an enemy card from placing it. So if you find one enemy card hard to beat. You can keep it in your hand and never play it.

Even if you just play the Duchy, without a 2-level lumberjack card from your starting deck, this game is really hard to play.

And if you play as the Order, you can use your remaining force to do extra things, especially to build faith for later compounding. I haven't played much for the Republic yet, so I do not know what other ways you can build your deck.

What you need to do is check the challenge and complete as much as you can in every single run. And when you unlock the tech tree, go straight up. Do not branch out! I repeat, DO NOT BRANCH OUT!
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FlashT
Wow You really like it :D (I mean - you wrote whole book about the game in the comment)
3