The Rise and Fall of the Mahokenshi Card Games: Why Vi-de Juegos Lost Its Prestige

Although the card games have ended up earning the bad press between an important part of the Gamer Familiar loss of important prestige after the couple of years in which they were delicacy for connoisseurs, perhaps between a year after
Hand of Fate was published and a year before Slay The Spire out of advance access-the truth is that if they are popular it is because they are formidable.
Learning to play a card game well is an experience that I would personally recommend to everyone;
It leaves your mind so receptive to energy calculations, synergies and to take advantage of the hand that comes to you even when it is not what you would like to have that it is normal for so many people to jump (salt) from one to another, looking for similar stimuli, a
Descent to the deepest of the Deck building that are condemned to never be up to the original, that you threw 500 hours and that you still play from time to time.
The people do the same as people.
If you know, or you can, how are you not going to want to do one of these?
Or the same not one of these, so without more, but something that looks for a turn to the thing, a Fights in Tight Spaces, or a Goldie, or a power chord.

When the time comes, you can do an inscription or a stack lands or a forest, which are already on the border of the Deck building.
When the greats arrive, magic is usually lost a bit.
Dead Island 2 is going to have letters, as Gears 5 had, although any resemblance to the emotions of making decks in a monster train is pure coincidence.
(This year, by the way, a physical card game of Gears of War comes out. The circle closes.) There are also happy cases, of course: there is the recent one, and excellent, Midnight Suns, or even Marvel Snap.
What I mean is that yes, maybe the letters have gone out of hand, but it is not impossible to imagine why.
In this context, Mahokenshi arrives, a particularly interesting deck builder by how it fuses the creation of decks with the movement by a map, an intelligent idea and that gives the game a very differential touch without extracting it completely from some of the most common traditions in the
In Mahokenshi we control one of the four samurai magicians available in an adventures through the heavenly islands, the world in which the game is set, through a series of closed missions;
It is not strictly a rogue lite, although its structure integrates ideas that will be familiar to anyone who has thrown Slay The Spire a few hours.
On each mission you start with a series of basic cards, and you are expanding the deck as you find new cards on the map, in concrete boxes or buying them in the stores with which you cross yourself.
When the mission ends, you lose or games, the deck disappears;
As you play, the level of your mahokenski rises and new letters are unlocked, which extend the possibilities of the mallets that you can create in the following games.


So far, everything in order.
The novelty is in the nature of these missions: instead of simply being a series of fighting crowned by a boss, in Mahokenshi you move by a map formed by hexagonal boxes, and movement and combat share the same energy.
To the elderly, the movement depends on the type of box through which you advance: move through a plain consumes one of energy per box, but a forest or a mountain ask for two or three power points to cross them;
In return, when you are in a forest desire defense points, and when you are in a mountain you want attack points.
The same rules apply to enemies, which only detect you when you enter their radius of action, greater for an archer than for a basic government.
In this way, it is not only important to know how to play your attacks and defense letters well, but you also have to know when to put yourself in the spotlight of the enemies, when to go back or move forward, when it is worth spending a turn without consuming everything
the energy in exchange for starting the next with a small advantage that can be favorable;
To introduce this idea in the flow of the game, most missions have a shift limit in which the main objective must be met, and as many secondaries as possible: otherwise, you fail and have to return to the beginning.

At first, it cost me to get used to this dynamic, but as soon as I understood Mahokenshi grew exponentially.
It is at that time that the movement letters and their synergies gain presence: there are letters that allow you to move only the energy they ask you to play them, skipping the cost of the land, something very useful when you pass through steep terrain or with a lot of vegetation.
Others give you flight points, a property that allows you to move through the air and, again, avoid the cost of the ground;
With good planning, the flight can serve to optimize energy expend
perfect attack to deal with the most fearsome enemies, those who have a lot of strength and also a lot of health.
Synergies are quite clear in most cases, but putting them into operation is another story;
Each shift, thus, becomes an intense mental exercise that forces you to think very well every letter you play, thinking about how your hand can interact with each other and also leaving a margin for what is not under your control: on the contrary
That in Slay The Spire and others of his rope, here you have no way of knowing what the enemies are going to do until their turn comes.
In the most tight fighting, any life point you can save by applying defense is welcome.
It is not a rogue lite, I already say, and I recognize that for a while I thanked him;
It is very nice to complete Mahokenshi, advancing through history through the main missions and gaining levels and letters also in the secondary schools.
But when you finish it, you do not have many reasons to continue playing, beyond repeating missions already known with other characters, to test their specific styles-more offensive, others more defensive;
You know how it is going.
Those responsible have already dropped that in future content updates the route of reputability will be explored, and I think it would do very well: as it is, Mahokenshi is already a good game of cards and strategy, surprising and with a unique flavor, but
It is difficult not to think that the enormous possibilities of the combination of their pair of hundreds of letters are limited by the well-delimited borders of their campaign.
It is an uncomfortable and paradoxical feeling, in my case (I like it to be a closed game, but I would also like it to be infinite), but I have the feeling that it is also a good sign: I will not uninstall Slay The Spire, of course that of course, but I can imagine playing Mahokenshi until the Steam hour accountant reaches the three figures as soon as the context is appropriate.