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Title: Frost
Genre: Strategy
Developer:
Jérôme Bodin
Publisher:
Le Studio des Ténèbres
Franchise:
Le Studio des Ténèbres
Release Date: 5 Jul, 2016
English,French
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Frost is my favorite take on the deck-building genre yet. Most of these types of games emphasize the acqusition of new cards, where the decision making is all about what you add to your deck. Frost, however, has a ton of ways to remove cards from your deck, and it turns every game into a tense balancing act where your deck can rapidly fluctuate in size in a single turn.
The gameplay is simple enough: You have to gather resources to pass by region cards. Successful travels will tick up the Frost meter as you get further away from the storm, while stalling out will allow the Frost meter to tick down. Random event cards show up that can threaten or help you out, and special idea cards appear at each location for you to purchase and supplement your deck.
The gameplay is supplemented by the scenarios. Each one introduces a new character who has special abilities, but must also overcome some special scenario, like finding 4 pets by the end of the run, or beating a special enemy encounter. Completing a scenario unlocks that character for the main gameplay mode, but I think the scenarios are really the heart of Frost. They're all unique and enjoyable, and many even find clever ways to integrate storytelling into the card mechanics. For example, to drive home the Tracker's loneliness, you can find the Gathering card during her scenario, but you can never buy it, since she can't generate two survivors in a turn.
The game's presentation is solid. The scratchy art-style looks terrific, and the music is wonderfully moody. The localization is a bit rough in spots, but there's not a lot of text, so it's not a huge issue. I occasionally had a bug where the game would lock up after finishing a run, but it always saved progress successfully, so it was never a dealbreaker.
Overall, Frost is a smart, moody, and innovative take on deck-building games, and is easy to recommend to anyone who enjoys card games.. Frost is my favorite take on the deck-building genre yet. Most of these types of games emphasize the acqusition of new cards, where the decision making is all about what you add to your deck. Frost, however, has a ton of ways to remove cards from your deck, and it turns every game into a tense balancing act where your deck can rapidly fluctuate in size in a single turn.
The gameplay is simple enough: You have to gather resources to pass by region cards. Successful travels will tick up the Frost meter as you get further away from the storm, while stalling out will allow the Frost meter to tick down. Random event cards show up that can threaten or help you out, and special idea cards appear at each location for you to purchase and supplement your deck.
The gameplay is supplemented by the scenarios. Each one introduces a new character who has special abilities, but must also overcome some special scenario, like finding 4 pets by the end of the run, or beating a special enemy encounter. Completing a scenario unlocks that character for the main gameplay mode, but I think the scenarios are really the heart of Frost. They're all unique and enjoyable, and many even find clever ways to integrate storytelling into the card mechanics. For example, to drive home the Tracker's loneliness, you can find the Gathering card during her scenario, but you can never buy it, since she can't generate two survivors in a turn.
The game's presentation is solid. The scratchy art-style looks terrific, and the music is wonderfully moody. The localization is a bit rough in spots, but there's not a lot of text, so it's not a huge issue. I occasionally had a bug where the game would lock up after finishing a run, but it always saved progress successfully, so it was never a dealbreaker.
Overall, Frost is a smart, moody, and innovative take on deck-building games, and is easy to recommend to anyone who enjoys card games.. Frost is my favorite take on the deck-building genre yet. Most of these types of games emphasize the acqusition of new cards, where the decision making is all about what you add to your deck. Frost, however, has a ton of ways to remove cards from your deck, and it turns every game into a tense balancing act where your deck can rapidly fluctuate in size in a single turn.
The gameplay is simple enough: You have to gather resources to pass by region cards. Successful travels will tick up the Frost meter as you get further away from the storm, while stalling out will allow the Frost meter to tick down. Random event cards show up that can threaten or help you out, and special idea cards appear at each location for you to purchase and supplement your deck.
The gameplay is supplemented by the scenarios. Each one introduces a new character who has special abilities, but must also overcome some special scenario, like finding 4 pets by the end of the run, or beating a special enemy encounter. Completing a scenario unlocks that character for the main gameplay mode, but I think the scenarios are really the heart of Frost. They're all unique and enjoyable, and many even find clever ways to integrate storytelling into the card mechanics. For example, to drive home the Tracker's loneliness, you can find the Gathering card during her scenario, but you can never buy it, since she can't generate two survivors in a turn.
The game's presentation is solid. The scratchy art-style looks terrific, and the music is wonderfully moody. The localization is a bit rough in spots, but there's not a lot of text, so it's not a huge issue. I occasionally had a bug where the game would lock up after finishing a run, but it always saved progress successfully, so it was never a dealbreaker.
Overall, Frost is a smart, moody, and innovative take on deck-building games, and is easy to recommend to anyone who enjoys card games.. Fantastic card game with great atmosphere. Fantastic card game with great atmosphere
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