

Once the character sets foot in the small battlefield, they can perform different attacks, block, dodge and use special abilities after defeating a certain number of enemies, which vary depending on the weapon they are wielding. In here, cards take a different meaning: you’re always carrying cards for equipment (armor, weapons and accessories), and there will always be a predefined number and type of enemies (vikings, people caught up with a plague, goblins and other fantasy shenanigans). If situations go south, or you end up in a card where only combat will complete it, you’ll end up in the other half of Hand of Fate 2: from a tabletop experience to a third person combat sequences a la Rocksteady’s Batman: Arkham series. There are a number of decisions that can vary depending on your equipment and status: a health meter, how much food you’re carrying (you’ll automatically consume food when you walk on a new card) and gold, which can be used to purchase objects or pay your way out of different situations. The narrations are excellent to get you into each story, just as D&D, but then it’s up to you how you want to handle each situation. It seems only like just a fancy introduction to a regular RPG, but there’s more than that. You move throughout the cards by placing a small figurine of yourself onto them (after creating your character, too) which are placed as routes in a table, triggering random events when the cards are faced up. All these “sessions” have a main story arc to fulfill, with additional side objectives that can grant a gold or silver medal depending on your interest in completing them. They all carry a story, a location or an object, often with a narrated description by the Dealer that goes along each one of them. Each story begins by selecting a campaign, at first between only a handful and quickly unlocking a much larger selection as you progress further on, all named after each tarot arcana.Ĭars are both a currency and imaginative doors to everything that happens in each campaign. Hand of Fate 2 is introduced almost like a Dungeons & Dragons session hosted by the Dealer, a mysterious character that was also the emblem of the first game (although it’s not mandatory to go through it to play the sequel). I’m always in total control, despite the uncertainty of every move, and that makes for one of the finest experiences I’ve played in the recent years. Cards flew by every few minutes, and some of my biggest decisions are made with the roll of a couple dices and other mini games. A building in flames, a rather suspicious woman in distress on the side of the road, a market run by goblins or a clue towards my final goal. Sitting in front of an unknown person who seems obsessed with a game of his own creation, I obtain a new card.
