Sunday, May 22nd, 2022

Riftforce Review-IGN

In 1995, renowned game designer Reiner Knizia invented a simple two-player poker variation that could be played on a deck of cards. Instead of a betting game, I saw players trying to complete some poker-style hands on their side of the table, trying to get better results than their opponents’ opposition. It’s a kind of area control game with standard decks, which proved to be very good and gave birth to the whole genre. The best known of these is Knizia’s customized design, Schotten Totten.

Riftforce is the official latest spin of this war tug of war. Under the tedious and common fantasy setting, the twist is that you’re using your play to attack what’s on your opponent’s side, rather than trying to create a group of cards. is. It may not sound enough to make this stand out from the crowd, but it can often be deceived.

What’s in the box

Since this is a card-only game, you’ll punch out in a small, clean box containing cards and a token. There is nothing to praise or blame for the content. They are functional and have excellent exciting art.

Rules and how to play

You start your Riftforce game with a fast, simple, but impactful deck-building round. The game comes with 10 sets of elemental cards, each combining 5, 6 and 7 health in the same way. Their difference is their special power. Lightning Elementals deal 2 damage to the opposite card, and if it kills the target, the effect can be repeated. On the other hand, Fire Elemental deals 3 damage, but also deals 1 damage to the ally card behind it. Players select a set of decks in order, until each has four.

There are five areas in the middle of the table between you. In your turn, you can do one of three things. The first is to play up to three elemental type cards of the same number from your hand to your side of these areas. That’s what you want to do on your first turn. The second is to discard the cards and activate a special power of the cards you play that matches the number of discarded cards or the element type. In the third action, you will earn points in areas where you have only one card on your side, and you will have up to 7 cards in your hand.

These are basically the entire Riftforce rules. Easy to learn and quick to play. The only thing that stumbles you is to remember the special power that each set of elementals has, but there is a reference card for that. Still, I couldn’t imagine that such a simple set of obstacles could tie you together with so many tactical knots.

It’s easy to learn and fast to play.


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As with all games in this genre, this is because you need to balance what you have with what you have on the board. If you have them, you may want to throw away three 7 health elementals on your first turn: experience shows that they are very difficult to defeat. However, unless you have a more matching card to activate them, you may be feeding your opponent a cannon feed.

And the dance begins with you interweaving each other, competing for positions on the other side of each region, trying not to reveal your plans, and then luck with what you need the next time you create. I hope to bring it. The regular rhythm of having to replenish hands prevents you from making many plans in a strategic way, but tactical play growls with excitement and anticipation.

Some of this results in the nature of this genre, but much of it comes from their fundamental powers. You may not imagine that some variations in dealing damage are so important, but Riftforce does a lot of hard work with that simple concept. Some elementals, like air, can move around, but with relatively little damage. In that case, there is only one point to the opposite card and its adjacent areas. However, it is very valuable and can free elementals from danger or threaten empty territories.

There’s a lot to keep you busy here between doing damage and moving and managing your hands. And, as you can see in the first few games, special powers bring a new dimension to the card draft that starts the game. There are no bad elementals in the game, but some tribes work well with others. Once you understand it, it’s a race not only to try to get the pairing you like, but also to prevent your opponents from doing the same. And all the different combinations guarantee a lot of versatility throughout the game.

It is also worth noting the impact of splitting card play from activation on the game. One of the elementals deals point damage when played. The rest needs to be activated, and that single immediate point can be very powerful, which is evidence of this mechanism. You have to wait for the cards on the board to power on, so you get nervous while you wait to see what your opponent can do with your card and what you have left to respond. ..

However, replay, activation, and replenishment core rhythms can be problematic. Victory is 12 points from the beginning and is scored by competing for empty territory or more generally by defeating enemy cards. Close combat is common as long as both players handle their deck well. And as it approaches, the question of who crawls the line first can feel like it depends on who has to give up and replenish. Of course, it’s the result of the player’s choice, but it’s not what you can predict and can be frustrating as a result.

Tactical play growls with excitement and anticipation.


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That said, the game is so fast and easy to learn and play that sometimes flat hands aren’t a big deal. You can stack them up and start over and have the opportunity to readjust the synergies of your elements to try out new tactics.

Where to buy