![]() There are also several cards that throw you into combat, at which point the game briefly turns into a third-person action experience until all your enemies are downed (or you die, failing the mission). The outcomes of several situations are dictated by games of chance and skill-rolling dice, perfectly timing a button press to an on-screen pendulum, stopping a spinning wheel at the right time-and there are various stats you need to follow and maintain, as your character can run out of money or starve to death. As you move across the table turning over one card at a time (usually either looking for or moving towards a specific card), you're issued challenges that might or might not help you achieve the mission's goal. The cards are scattered onto a table face-down, although the shape and structure they form changes on a mission-by-mission basis. These are then mixed in with the Dealer's deck to form the card base you're playing with. In each of the sequel's 22 missions, you select several encounter and equipment cards from your personal deck. It was a good game crying out for a great follow-up thankfully, Hand of Fate 2 has delivered just that. ![]() It was a great idea, but had some major issues that held it back from reaching its full potential. It combined the rules of a roguelike with a deck-building card game to create something unique, and the devious, ever-present Dealer made the whole thing feel like a single-player Dungeons & Dragons experience where the Dungeon Master was actively trying to stop you. The original Hand of Fate succeeded largely on the strength of its concept.
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