Played Flesh & Blood for the first time and loved it. It’s a combat duel in a card game that emulates action in a really fun way.
Cards are used for attacks, defence and resources, and you only get 4 cards in your hand a round, so it’s some really tight choices. You can bank a card in the ‘Arsenal’ between turns, but this card can only be used for its action - not for defence or resources - and the only way to get a card out of the Arsenal is to play it. Store a duff card and you’ll have to waste a turn to play it to free up the slot.
Oh, and you only get 1 action per turn. The more nimble cards will give you a second action, so it gives a completely different feel between the lighter fighters and the big sloggers.
Each card has three types, ranging from 1 to 3 ‘pitch value’ (resource points), with the lowest pitch value’ being the strongest variant. So you want lots of low pitch value cards for their strong effects, but need the weaker cards to use as resources.
And it has a kind of Aeon’s End-ish mechanism where cards used for resources are placed at the bottom of your deck. You’re crafting your hands for the final turns to land the killing blow. If you used lots of weaker 3 pitch cards to pay for everything, your end-game is going to be a load of weaker cards that your opponent can easily block. Getting those last few hits to land really takes some pushing.
The gameplay itself is quite simple, but it all plays to subtle long term strategies. It has a sense of momentum I’ve not seen in a card game before.
Instead of everyone ramping up to power houses, you have stretches of getting into a swing of combos, before being reined in and really struggling to land a hit.
Heard it’s quite common for the first few games to reduce to a crawl with a real slog at the end, so interested to see if we can get the play times down with experience.
I played as a Warrior, whose momentum relies of hitting with her sword every round. If I can keep landing 2 blows each turn, my sword gets stronger and stronger. If I don’t land a sword hit in a turn, that extra strength is lost. My opponent played a Guardian, who has really strong defence and offence, but their cards are so expensive they need to focus on one or the other each turn.
I won by a strong middle stretch! We both made some rookie errors, so will be good to see how we fare next time.