Repeating encounters again and again is meant to express the experience of reliving your character’s memories, but I soured on the device about two thirds of the way through the game. Hand of Fate generally has problems with excess repetition. You start each level with basic equipment and don’t get to keep your gear between attempts, but you do keep any new encounters you’ve unlocked, which you can add to your deck to make victory more likely the next time. Do I sell my equipment so I don’t starve to death, or do I gamble on finding that 'Food Wagon' card I added to the deck? Even when I knew I wouldn’t be able to kill the boss of a level in my current attempt, I could shift my focus and try to and explore as many new encounters as I could to unlock better cards for the next time I tried the level. It created tense situations where I struggled to decide which resources were most important to me. Shaping your own RPG via deck building is a unique idea that’s a blast to play. But the dealer, who acts both as your guide and nemesis, will add his own cards to stack the odds against you. Importantly, you get to choose what encounter cards can be dealt to you before each level (as well as what equipment you have a chance to pick up), and unlock more beneficial cards for each new encounter you complete. Most are as simple as reading the encounter’s text and making a decision, and not every encounter will be good for you, but they’re all focused around the idea of taking risks for greater reward. You move a game piece from card to card, each of which trigger events and decisions, making you battle skeletons in real-time hack ‘n’ slash combat, gamble with demons, or decide between giving your supplies to the needy or hoarding it for yourself. Most of your time is spent sitting at a table as a cloaked dealer lays encounter cards face-down to make a board. Hand of Fate is an action-RPG with Oregon Trail-style decision making and a deckbuilding game all rolled into one.
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