![]() There is often a final boss character and several mini-boss characters the player must fight through to successfully complete a runthrough. Players are often given choices of which encounters, with more dangerous encounters offering greater rewards. Įncounters in these roguelike deck-building games are typically randomized, following roguelike producedural generation rules to make fair but different pathways through the game. Such turn-based combat is not always an element: Hand of Fate and its sequel use the player's card deck for randomizing the layout of the dungeon, equipment, enemies, and rewards, but combat is played out through a real-time action game. Often, these games include metagame aspects, with players unlocking the potential for new cards to be obtained with each runthrough, or gaining a small bonus perk on starting a new runthrough. Many games in this genre utilize permadeath, another roguelike feature should the player's character lose all their health, the character is dead and the player must start anew with the original starting deck for the character. Enemies typically follow more straight-forward combat, attacking, defending, or applying buffs and debuffs to themselves or the player. Card effects can range from simple damage, defense or healing to complicated effects that may linger for several turns, similar to other collectible card games. On the player's turn, they are drawn a hand of cards, and may play one or more cards, frequently based on limited amount of "mana" or "action cost" used in other collectible cards games. ![]() Many games in this genre use turn-based combat, similar to console role-playing games. The "card" metaphor is used most commonly, but other randomized elements may be used, for example Dicey Dungeons replaces cards with dice, but otherwise plays similarly to other roguelike deck-building games. Some games in this genre do allow players to edit decks directly, in manners similar to collectible card games, but still use randomization for how the cards play out within the game. This approach to building out the deck is comparable to developing a character in a tabletop role-playing game, thus adding some depth to the game. For example, the player in Slay the Spire can gain relics that provide permanent effects for the character as rewards from defeating powerful enemies, and the deck-building strategy subsequently will be tied to synergizing the effects of cards with the power of these relics. Because the player cannot predict which cards will be presented as rewards, they must build their deck "on the fly", trying to develop potential combinations and synergies between cards and other gameplay elements, while at the same time avoid diluting their deck with cards that do not work as well. There also may be mechanism to remove cards from the deck, or to update a card already in the deck. As the player progresses through the game, they gain the ability to add cards to this deck, most often through either a choice of one or more random reward cards, or sometimes through an in-game shop. Most roguelike deck-building games present the player with one or more playable characters, each character having a pre-established deck of cards that are used within the game, typically in turn-based combat. ![]() A roguelike deck-building game is a hybrid genre of video games that combines the nature of deck-building card games with procedural-generated randomness from roguelike games.
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