No card names, no icon representing their effects, just a piece of prominently featured noisy artwork alongside about 20 other pieces of noisy artwork. It’s going to take a bit to figure out from all those snippets of artwork missing any helpful information other than the card’s suits. …when all you really want to know is how much extra damage you’re doing, or what your heal bonus is, or whether you have that card yet that lets you fire without inflicting friendly fire. I say “real quick” because remember this is also a shooter and you don’t have a lot of time to analyze a screen like this… This is the place where you go real quick to check on your character build. I even made my own spreadsheet.īut you could also tell the developers weren’t too keen on their card system by the “active cards” screen. I have to manage my own collection with my physical card games in real life, so I got this. You could also tell Turtle Rock had no interest in helping you collect, sort, and manage your collection because there are so few tools for collecting, sorting, and managing your cards. That’s been evident from the start, back when your decks were split between online and offline, never the twain meeting or even being aware of each other’s existence. It’s been evident for some time now that Turtle Rock has little interest in their game being played like a card game in which you build decks. This shouldn’t come as any surprise to folks who enjoyed the card play in Back 4 Blood. So as soon as the game starts - boom! - 15 cards instantly in effect. Why sip when you can chug? 15 is such a better number than 1. Instead of building up over time, based on the changing situation and how you might have anticipated it with the cards you selected and the order you arranged them, you just pick up the 15 cards and go. Now you just take 15 cards into your hand as soon as the game starts. Turtle Rock probably added all this because they knew better than to just make Left 4 Dead all over again, so they made it all over again but with the collectible card dynamic. They’re the unique connective tissue linking each safehouse to the next. As you play, you gradually draw cards off the top of your deck and apply their effects, cobbling together a character build, one card at a time, each drawn whenever you reached the next safe house. But it’s one with a card game as the backbone of its architecture. Now I should point out that Back 4 Blood isn’t just a card game. Gloomhaven also works this way, which might be why Turtle Rock did it. Such a simple adjustment, and so intuitive, and so easy to manage no matter what kinds of decks you’ve built. It’s just 15 cards that you hold in your hand, no decking around necessary. Actually, you can’t call it a deck anymore, since you never draw cards from it, which means the order doesn’t matter. Since I’m a huge fan of the game ( scroll down to #3), let me tell you all about it!īack 4 Blood’s June 2022 Update, as it’s officially called, raises the hand size so that when you start a game, you just take your whole deck into your hand. The developers at Turtle Rock released a major update and now, at last, Back 4 Blood is the game it wants to be. Today, something similar happened to another card game called Back 4 Blood. It would have languished in obscurity along with all those other card games with small hand sizes of five, six, or seven cards. In fact, if Wizards of the Coast hadn’t made that change, you would probably never have heard of Magic the Gathering. It was the final tweak that Magic the Gathering needed to become the monster success we know today. It made every match more exciting by simultaneously giving the players more choice and more power. Remember back when Wizards of the Coast updated Magic the Gathering by changing the hand size of your initial draw? Rather than drawing seven cards, you instead just took your full deck into your hand.
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