I had a more enjoyable game of Ragemore just now (it has the benefit of being quick to play, so I’m giving it a chance to grow on me). This was largely on account of things going badly and forcing me to make a lot of unwanted plays just in order to stay alive, and so it was quite satisfying to pull out a win at the end.
If more than two cards are “killed” during the game you lose. I had one card dead early on, and was about to play the card that lets you resurrect a dead card, when I realised that I couldn’t play that card (because it matched the top suit of both quests), which meant that… I had to kill that card instead, without using its ability. So instead of the graveyard being back to zero cards, it now had the maximum two, including the only card which could get cards out of the graveyard.
Much of the rest of the game was me trying to avoid the seemingly-endless stream of things which were going to kill a card : )
I had strong cards for “fighting” (which is more “turning enemies into allies” in this game), and so this did let me add most of the would-be “kill a card” enemies to my own party – but this meant that almost no cards were going into the quest piles at all – and the only way to win involves fulfilling quest requirements.
In the end there were just enough cards I could get through into the quests, and the sheer size and variety of my own party allowed me to fulfil quests far more easily than normal (which has a side effect of cycling cards from my party back into the draw pile, which was permanently on the brink of emptying and losing me the game towards the end), and in the end the balance was just on my side.
If the game was always like that, it would be quite good : )