"A world of strategy awaits. As the Culdcept series celebrates its 20th Anniversary, the addictive card game-meets-board game is back, bigger and better than ever with hundreds of new cards, inventive boards, and exciting multiplayer! Follow Allen, a new recruit for the rebel Free Bat forces as you fight for freedom from the tyranny of Count Kraniss. Build your deck, create new strategies, and dominate the board in Culdcept Revolt! With all the classic elements veterans love yet a gentle learning curve for newcomers, Culdcept Revolt is the best Culdcept yet!"
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(Played up to credits roll, though I know there's "post-game" that's plot relevant beyond that)
While I like the concept, and feel it's probably one of the better monopoly-likes I've played (though, that's pretty much just this and Monopoly), so much by necessity relies on luck that it can feel infuriating when a bad dice roll, or an opponent slightly smarter than you expected them to be absolutely screws you over, and rolls back upwards from 20 minutes of gameplay. Ultimately, success and failure seem to really be made in the deckbuilding, and strategy you work with from the beginning of a match, as opposed to any turning point decisions you can make throughout the match. I found that the best option, as soon as it was available, was to place Kelpie or Old Willow (depending on the deck color I was focusing on, since a long chain of the corresponding color increases the efficacy of the strategy) at a space that the opponents MUST pass to complete a lap, and make sure that space gets highly upgraded. Often, this involves placing a different unit on that space first, upgrading it, then later exchanging the intended unit onto the square. Unfortunately, the nature of this game means that you can't repeatedly interact with a unit placed on a space, so you need to run at least a few laps around the board to get this strategy going, and if anything goes wrong along the way, you could be screwed, so it's not really a perfect strategy by any means.
All that is to say: it seems like the player needs just a few more options to feel like success or failure is really something in your control, and not hinged largely on grinding out attempts until luck is on your side.
While I like the concept, and feel it's probably one of the better monopoly-likes I've played (though, that's pretty much just this and Monopoly), so much by necessity relies on luck that it can feel infuriating when a bad dice roll, or an opponent slightly smarter than you expected them to be absolutely screws you over, and rolls back upwards from 20 minutes of gameplay. Ultimately, success and failure seem to really be made in the deckbuilding, and strategy you work with from the beginning of a match, as opposed to any turning point decisions you can make throughout the match. I found that the best option, as soon as it was available, was to place Kelpie or Old Willow (depending on the deck color I was focusing on, since a long chain of the corresponding color increases the efficacy of the strategy) at a space that the opponents MUST pass to complete a lap, and make sure that space gets highly upgraded. Often, this involves placing a different unit on that space first, upgrading it, then later exchanging the intended unit onto the square. Unfortunately, the nature of this game means that you can't repeatedly interact with a unit placed on a space, so you need to run at least a few laps around the board to get this strategy going, and if anything goes wrong along the way, you could be screwed, so it's not really a perfect strategy by any means.
All that is to say: it seems like the player needs just a few more options to feel like success or failure is really something in your control, and not hinged largely on grinding out attempts until luck is on your side.