![]() I won this game with 2 life left!įirst, I got the starter decks for free for this review, but more importantly, I was only provided the starter decks. Mid game, I’m chipping away with my weapon. This means that less competitive gamers like myself can still have fun and enjoy the game without spending half my salary every month. They’ve made a smart decision to not only sell booster packs, but also sell character decks from the get-go. I was ready to lambaste this game for being a trading card game in a world that I feel has largely moved on. However, them willing to make a health sacrifice can easily put you in the same position.īefore I start wrapping up this review, I want to give a shout out to their business model. Giving you another opportunity to attack next round. As you’ll find in playing, you pulling off a great attacking round, forces your opponent to spend all their cards defending. Because this game offers a lot of nuance as well, especially around tempo. This may be a turn off for more hard-core gamers, but it shouldn’t be. Making it incredibly easy to shuffle up and play a game. It has just enough rules to make sense, and then let’s the cards do the talking. Flesh and Blood doesn’t have this problem. Because of that I never got it to the table and ended up selling it. I loved it, but it took a four-year university degree, and two years work experience to learn the rules. The last physical competitive card game I owned was Android Netrunner. Or build any form of long-term strategy or around a combination of cards.īut there’s an upside too. As well as limiting overall deck building possibilities, as you’re no longer able to build your deck for early, mid, or late game. It removes a whole dimension of economic deck building strategies. The downside to this system is that since it heavily encourages you to spend your cards each turn. Much like pulling off combos in a fighting game, or Neiji’s 64-point strike. The character I played was Ira, Crimson Haze, a ninja capable of chaining her moves together. Putting together these combos was the high point of the game. ![]() But it opens a whole lot of surprise moments. This does restrict the card from being pitched or used for defence. A pocket where you can store one card for a later turn, effectively increasing your hand limit. ![]() These combos are made all the sweeter by the introduction of the Arsenal. Meaning you don’t spend time building your strength, or your economy, and can jump straight into punching your opponent’s face and laying down some sweet combos. Then, when the dust settles, you draw back up to your hand limit and go again.įlesh and Blood advertises itself as a game of heroes who’ve already levelled up. Meaning while I started with a hand of great combos, figuring out how I to pay for it, and how to defend against my opponents Kamehameha challenged me constantly.Ī constant stream of tactical decisions, where you decide how much damage you’re taking, and how much you’re dishing out. Four cards for both my opponent’s and my turn. With the different heroes comes different hand limits for me, I had a hand limit of four cards. ![]() But using cards up is always a tough decision and depending on the card it can make you feel like you’re giving up your first born. I’ve seen this mechanic in other games, such as Jump Drive, and I loved it then and still love it now.Īs cards can used for their attack, pitch value, or defence. Creating a tension of what to play, and what to discard. This can then be put towards the cost of other cards. During your turn you can pitch a card (temporarily discard it) to gain that cards pitch value. Using everything to gain a slight advantage but one slip in technique, or a loss in concentration is all it takes to lose.Įach card in Flesh and Blood has a cost, and a pitch value. Two people using their brute strength to grapple and pin each other. Not the type with pompous introductions or the ridiculous larger than life characters.
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