At the beginning of each run, you can choose which two heroes to take on that particular journey. You initially begin with two heroes, though as you progress through the game, you’ll gain access to two more. Even better, the game plays out literally on the page of the book your heroes are trapped in. I found the premise wonderfully original, and something that helps Roguebook stand apart from its predecessors. Trapped within the pages of the malevolent tome, players will need to guide their heroes through several chapters to defeat the legends contained within. However, after being exposed to magic, the book gained a sentience and will of its own, thus becoming the Roguebook. In Roguebook, the story, such as it is, revolves around an ancient chronicle that holds within its pages all the legends of the world. But that’s okay! Honestly, these games aren’t really built to have deep, engaging narratives. Like most deck-builders I’ve played, it’s fairly light on the story. Oh, and did I mention it was co-created by Richard Garfield of Magic: The Gathering fame? And since it’s been a while since a new one came out, I was more than a little excited to give Roguebook from Abrakam Entertainment. Ever since the release of Slay the Spire, it’s like I can’t get enough of these dang roguelike (or lite) deck-builders. If you’ve read any of my previous reviews, you’ll know that I have a special soft spot for deck-builders (see my reviews of Trials of Fire, Neoverse, and Neurodeck). Roguebook Review: A Sentient, Malevolent Book of Legends
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