Dice rolls, pendulum swings, and even a spinning wheel can appear when a card summons them. This is one thing the sequel does better than the first game. Hand Of Fate 2 adds some new games of chance to the mix. Pulling off such a combo can truly make a player feel like they beat the system. For instance, making use of an Encounter card that reveals several face-down cards on the table while also wearing equipment that reveals all shop cards is a great way to expose whatever The Dealer has lying in wait. This deck-building system is the game's attempt to make players feel powerful and smart, and for the most part it works. The only hope an aspiring hero has are the few cards they get to choose. As mentioned before, the player's outcome depends on whatever card The Dealer flips over next. Drawn in a style that seems like the fusion of a graphic novel and an old set of tarot cards, they're as evocative and symbolic as the story needs them to be. Love or hate The Dealer, all that matters is what he brings to the table– the cards. One chapter where defeating the end boss is entirely reliant on a 1/3rd chance card draw was my personal nemesis. The Dealer's constant advice was something to the effect of " make the impossible possible." How helpful. The Dealer might be a compelling character, but one can only hear him spout the same vague warnings so many times. As a game based on luck, Hand Of Fate 2 subjects players to constant failure. Unfortunately, you'll be hearing certain lines repeatedly. Fortunately, since he's the character players will spend the majority of the game with, his voiceover work skillfully ranges from dripping sarcasm to amused surprise. So if anyone has a right to muse on the whims of fate, it's him. In his defense, he apparently crawled out of the afterlife to get revenge on the guy who stole his job and hijacked the kingdom. The Dealer is always on hand to repeat this point. This choice is what gives the game its depth. However, players are given the opportunity to earn cards of their own, cards they can add to try and stack the deck in their favor. One card might see adventurers ambushed by bandits, and another might lead to the hidden goblin city. Like any card game, the deck is shuffled to ensure these events unfold at random. Players might be on the run from an enraged troll, tasked with rescuing a dimwitted farmer from a skeleton army, or fending off a supernatural assassin. Each card flip represents a twist or turn of these journeys, narrated much in the way a DM lays down the scene for a D&D session. This sequel has the same concept as the original Hand Of Fate– a mysterious mage known as The Dealer reveals cards that represent a variety of fantasy encounters.
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