Judgement: Not Recommended

View review on Steam

Ace & Adventures is a single player turn based deck builder with heavy emphasis on meta progression.
You have two decks; a 30 card ability deck and a 52 card standard playing card deck.
You draw up to 5 cards from each, and try to make poker hands to attack and defend against one or more opponents.

There's several viable strategies, but the core strategy the game nudges you towards is to use your abilities to transform your hand into something useful. Cards like Thieves Tools can +1/-1 any card. Other cards allow you change a card's suits or turn any spade into an Ace.

The game suffers from hard early game syndrome, each meta progression pass makes the game much less RNG dependent. I was losing very often in early mission, until I grinded mission 1 a few times, then I blazed through the entire Spring campaign rarely getting hit.

To me the early game is very painful and the late game feels unrewarding.

This game suffers death from a 1000 inconveniences.

* When RNG fails against you in the early game, you need to restart the entire campaign. Versus the late game where you have so many saving throws, you can often make it through an entire campaign without getting hit. All of this is gated behind the level tree which is never explained.
* Wild cards will change to any valid set as you are clicking through. So your four of kind becomes a full house because of the order that you clicked. (Even if it was a four of a kind in your hand)
* Wild Range lets you go +1/-1, but doesn't let an Ace become a 2. This isn't explained.
* When buying from the merchant you can't see your current stats unless you drag the card away.
* Base damage is calculated base on how many cards are in your attacking hand, your straights and four of a kinds deal the same damage. It's just the former is extremely likely to hit and the later is even more likely.
* There's no count for number of cards left in your 52 card deck or the suits, so you are left counting through your discard which can be massive and very densely packed on one line. If you want to see what's the odd the next card draw is a club, there's no easy way.
* Rarely any hint of when a shop will appear. The currency is ability cards so when you know of an upcoming merchant you should play defensively until you max out your hand size.
* Punishing the players choices, I was offered either a interesting item or a level up in one of the stages. Later on I was offered a useless restore or a level up, but I was already max level. If I had taken the item previously I could've used the later one to level up.
* Certain things don't have table markers (or they do and I didn't see them) (Eg. Multiple attacks still have a single attack token, Safe attack)
* Story is bad. I have no idea why they bothered getting a VA. Your choices are just guesses on your first play-through, there's no hints about which enemies are on the other side of the choices.
* Your choices can have you take damage without even being in battle, this is so dumb.
* I wouldn't say your starting deck has useless cards, but there's too many dead cards that pull you in conflicting directions.

Review posted on 25/01/2024, 00:33:00.