BattleForge Game Review

A real time strategy game merged with a collectible card game resulting in a innovative Real Time Strategy game.
New troops can be spawned wherever there are active units, and the only restrictions come from your power reserves. You control an army of fantasy creatures, ranging in size from tiny to gargantuan. Instead of building structures to produce units, you summon your forces directly onto the battlefield by playing cards from your onscreen deck. Cards come in four varieties – fire, frost, nature and shadow – and each suit includes ground troops, archer units, defence towers and spells. Each card has a power cost, so you need to seize resource buildings called power wells to fund your war, as well as monuments, at which you build orbs that allow you to use increasingly powerful cards. As your collection grows, you can create a variety of different decks of up to twenty cards, and experiment with new combinations in the Forge, a practice arena that doubles as your gameplay hub.
You start the game with four premade decks and 3,000 BattleForge points, the game’s main currency, which you can spend to buy cards from other players or directly from the game, in the form of boosters (eight mystery cards for 250 BF points) or tomes (six boosters for 1,250).
There are few imperfections like no option to save your password, so you have to retype it every time you play. Other basic options, like the ability to immediately restart a campaign mission, are also absent, so you’re forced to slog back through menus and loading screens just to try again. The client also has no voice chat, and expecting players to type to each other in a game this relentless feels hopelessly old-fashioned.
battleforge BattleForge Game Review

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