Lorcana – The Actual Game

Ignoring everything else about Lorcana, there’s one critical question that needs to be asked. Is the game any good?

Yes. It’s a perfectly solid game.

Is it the most innovative thing in the world? Not particularly.

For anyone whose played a fair amount of TCG’s over the last 10 years, there’s nothing here that’s immediately shocking. Lorcana’s gameplay is a mash-up of a variety of different systems that most experienced players will have seen before.

Lorcana has players make a 60 card deck, with up to four copies of the same card. Deck construction is limited by the fact that decks can only contain cards from 2 of the game’s six colors.

The first small twist on the standard TCG is that instead of being a rush to bleed your opponent out, it’s a race to the top. There are no life points. Instead players are competing to be the first to collect 20 lore, in something more akin to KeyForge, than Magic or YuGiOh.

For the rest of this to make sense, we’re going to go over the general structure of the game. If you don’t care too much about that, you can skip ahead for our actual opinions on the gameplay.

Types of Cards, and General Structure

Lorcana currently has three types of cards. These are characters, actions, and items. Items and actions are somewhat self-explanatory, so we’ll cover them later.

Example Card: Gramma Tala

Characters are more complicated, and explaining them gives a good opportunity to go over the core of the game, so we’ll start with them. First, characters (and all other cards) have a cost. For Gramma Tala, this cost is two. But it’s not the only thing communicated by the top left corner. Gramma Tala also has swirly border around her cost.

This means she can be placed into your inkwell, Lorcana’s version of a mana/resource ramp system. Each turn, you can play one card facedown into your inkwell. Once in the inkwell, cards have no other types or information, can’t be looked at, and are just considered Ink for the rest of the game. Cards in the inkwell start facedown, and pointed up. To get resources, you rotate them 90 degrees, “exerting” them. (Yes, this is just tapping from Magic. But since they patented tapping, each time someone wants to make a new game, they have to invent a new word for it.)

There are three other numbers on Gramma Tala besides her cost. The first is the 1 in the spiky circle. This is Gramma Tala’s attack/power/what have you. It’s how much damage Gramma Tala does when attacked, or when she attacks. The second is the number in the shield. This is her health/toughness. Each time characters take damage, they receive damage counters.

Finally, there’s a small diamond shaped symbol under her health. This is Gramma Tala’s lore value. And it’s a great segue into the next part of this writeup: character actions.

Characters in Lorcana can be used to do three things. First, they can quest. Questing means turning a character sideways, and getting lore equal that character’s lore value. Collecting 20 lore is how you win the game.

Next, characters can challenge opposing exerted characters. Note the emphasis on exerted. If a character isn’t exerted (turned sideways), they’re safe from being attacked by the enemy. When characters challenge, the challenger is exerted down, and then both the challenging character, and the challenged character take damage equal to the other character’s power.

If either of them have more damage than they have health afterward, they’re put into the discard. Lorcana damage, like Hearthstone or Pokémon, doesn’t heal between turns.

Finally, characters can sing. Which brings us to our second card type: Actions!

Actions take the role of Hearthstones spells, or Magic: The Gatherings sorceries. They’re single use cards with a one-time effect. After paying the cost, the player performs the effect, and the card is discarded.

Some actions though, are songs. For songs, you can pay their cost with Ink, or by exerting (tapping) a character with a cost equal or greater then the cost of the song.

Finally, this brings up the last card type: Items.

Items, like all other card types, have a cost. Once put into play, they can be used immediately, unlike characters which have to wait a turn. They have a variety of effects, ranging from purely passive, to activated abilities that can be used on a player’s turn.

Back to Opinions

So, now we’ve at least covered the general structure of Lorcana, which means I can talk about how I feel about the game, and the cards in it.

The first thing that stood out to me after playing my first few games and looking through the card list is that Lorcana’s base set is incredibly restrained. There’s a very large amount of unexplored design space here.

I use the word restrained because “Basic” or “Simple” feels unfair. Lorcana only has 3 or 4 named mechanics, what other card game players might think of as keywords. But I don’t think it’s because Lorcana couldn’t have more. I suspect the designers made a deliberate choice to limit the number of mechanics and complexity present in the base set.

For example, while many Lorcana cards have tags for type, many of those types aren’t used by any cards. Only princesses, villains, and brooms have cards that interact with their type.

In addition, there are zero cards that care about other cards’ colors, or are multicolor. There aren’t any cards that allow you to recover cards from your Inkwell. There are very few pieces of hard removal, and they cost a large amount of ink, and there’s only one board wipe card.

All of which strikes me as a deliberate choice to prevent the game from becoming overcomplicated, or overwhelming. Because I suspect a large part of the game’s intended target audience are Disney fans who are first time TCG players.

So does that make it boring? No, but given that there are currently only 204 cards, the deckbuilding pool is very small. And even with small pool, the game feels pretty good!

So perhaps you’ve read all of this, and decided to buy in.

Well, it’s not gonna be that easy. Read on to find out why.

Welcome to Lorcana Week!

The last time I devoted an entire week to talking about a single game or series, it was Disgaea, in a blatant pandering attempt to get a review copy of their newest release.

This is not going to be one of those weeks. For starters, I don’t think Ravensburger has any more Lorcana to send out at this point. If anyone from Ravensburger reads my set of writeups, here are a list of items I think it’s more likely they would send me:

  1. A cease and desist letter.
  2. A box of spiders.
  3. A mailbomb.

A Brief History Lesson

For an omnipresent entertainment juggernaut, Disney has always kind of fallen flat on its face when it comes to making games. Pretty much every first party attempt they’ve made to create games has, while not failed, apparently never made enough money to justify its existence.

Propaganda Games, Avalanche Software, Wideload Games. Those are just a few names in the pile of corporate corpses the House of Mouse has produced.

As such, in 2016, they finally threw in the towel, and just licensed out their properties for other developers to make games with. And that’s how we get Lorcana.

Lorcana is a new TCG published by Ravensburger, by Steve Warner and Ryan Miller, and using licensed Disney IP. If you’re not familiar with TCG’s (trading card games), I suggest you take a minute to read our Guide to Card Game Terms.

This week we’ll be covering the game itself, the somewhat interesting launch it’s had so far, the game’s rarity system, and what the future could hold for Lorcana.

Is the game any good? Will it supplant the big 3 of TCG’s, or turn it into the big 4? How does Lorcana’s base set match up with other card games?

All these questions will be answered this week.

Schedule

Part 1. The Game Itself
Part 2. Lorcana’s Rough Launch
Part 3. Rarity, Distribution, and set Design (8/24 – Delayed While Math Occurs)
Part 4. Lorcana’s Future
Part 5. ???? (???)
Bonus Post 1. Enchanted Rarity Cards and Odds

Introducing Dicey

Gametrodon was conceived over 3 years ago now (how time flies!) and I made its logo in much the same way as I developed the site itself: in less than 30 minutes, and with very little forethought.

Now, three years later, in the vein of that incredible thinking, we’re pleased to introduce our new mascot: Dicey. Say hello, Dicey!

Dice Mascot Saying "I'm on Probation!"

Expect to see Dicey in articles where we need to share hot takes, but also want to shield our garbage from consequences by putting it into the mouth of a poorly designed mascot until we get tired of this bit.

Anything else to say Dicey?

Dicey Says "I was told this would count for my community service hours"

I think we’re done here. Why not check out Dicey’s first actual appearance, in our helpful guide to card game terminology?

Hint: Dicey may be relevant to next week’s writeup!

Escape Simulator

Escape Simulator offers the escape room experience, but offering a lot more content in the time/money department.

Escape Simulator is a set of digital escape rooms. If you haven’t heard of escape rooms: 1. Welcome, I’m not sure how you ended up on this blog of all places, and 2. in real life, escape rooms are sets of chained puzzles and challenges, usually with the end goal being to “escape” the room you started in.

Escape Simulator is a digital version of that experience, complete with full multiplayer for all official content. You and (possibly) your friends are all stuck in some sort of area, and need to solve various puzzles to get out.

The game has about 10 hours of content of official content. There are four 5-part challenge rooms, each about 10 minutes per part, and 6 more official larger rooms, each about 30-60 minutes each. (Yes, some of them have 45 minute completion times. No I’ve never finished a single one of them that quickly.)

Puzzles in Escape Simulator generally follow either a multi-chain or parallel puzzle structure. While there is a blueprint for how puzzles stack together in the structure of a room, the individual gameplay of a puzzle can vary a fair amount. Some arebased on decoding. Others are based on looking for hints in the environment.

Is it worth it?

Usually during a writeup, this is the part where I would explain game mechanics, and talk about their interactions. But since escape rooms consist of solving mysteries and puzzles, I’m not sure that does much here. Instead, let’s talk about something related for a moment.

Many video gamers video gamers do a certain kind of math before recommending a game (and I count myself as guilty of this as well). If the ratio of time to dollars is under 1 hour/$1, that’s no bueno. A game can be a brilliant, innovative and cleverly constructed experience, but if it clocks in at only 3 hours for $20, that’s already a hard sell.

It’s a bit weird, because I can’t think of another hobby group that actively does this, to this extent. Sure, the folks of Board Game Geek and the Board Gaming subreddits like to write about how much they care about replayability, while sitting on a throne of plastic wrapped purchases that they haven’t opened in the last four years, next to the other games they opened and never played more than once. But I don’t see movie buffs whining about the fact that Oppenheimer is $23 for only 180 minutes of film. Ski tickets can be $100 for just eight hours, and that’s not counting how much it costs to buy gear, get out the mountain, and the hospital bills after you fall off the chairlift.

Escape rooms, for example, are not cheap. I looked up prices for the ones around me, and one charges $38 per person for a one hour experience. Another was $100 for 4 people, and 45 minutes.

So, going back to Escape Simulator. It’s not really a “huge” amount of game. It’s also all puzzles, so it’s not really repayable. On the other hand, it works out to about $1.50 per hour, per person. Real escape rooms are about 20 times that.

Mods

Now, the other thing that Escape Simulator has on offer is fairly extensive set of mods. As good as the community content is, I have to view them as more of an addition than a reason to straight up recommend the game. The reason for this is that the quality and type of experience available in each one varies.

One mod I played was pretty much a straight up horror game. While generally very well put together, it did have a puzzle made vastly harder by the fact that the designer had chosen to add a spooky effect that made it hard to even see the puzzle.

Another mod had a particular brand of moon-logic in its answers. One room had a challenge that simply lacked mechanical feedback, rendering it incredibly confusing. And another was just a good solid puzzle experience.

Stolen from dictionary.com

The mods are amateur, in the literal dictionary definition. They are made by non-professionals for personal enjoyment. While the resulting experiences are interesting and fun, they often lack polish, or feel like they could have been playtested/tweaked to make a bit more sense.

In no particular order, here are a few mods I liked.

Karakuri Castle by namo_krub
Laundry Day by namo_krub
Little Emily by cico

Overall

I enjoyed Escape Simulator, but I’d mostly recommend it as a multiplayer experience. There isn’t any overall story or narrative to give meaning to the rooms. It’s just a set of fairly well designed puzzles with a surprising amount of high quality community content.

Escape Simulator is $15 on Steam.

Last Epoch

A few weeks ago after I finished eviscerating Grim Dawn, and bemoaning my lost $12/12 hours, I continued on the quest that brought me to it in the first place. That quest was to find a good ARPG that wasn’t Diablo 4. I won’t be playing that game for reasons I’ve touched on before.

Note: That said, just because I’m not playing Diablo 4, it hasn’t stopped my friends. And I’ll be honest, after the honeymoon phrase wore off, none of them seemed to find it super compelling.

Then I found Last Epoch. And fortunately for me, Last Epoch is exactly what I wanted. A smooth, enjoyable ARPG with the ability to make a fun necromancer good build diversity, solid skills, and meaningful end game.

ARPG’s in Brief

For those who might not know, ARPG stands for “Action Role-Playing Game.” ARPG’s are defined by having virtually no roleplaying elements, and the action parts dominated by spamming your abilities every second you have the mana/rage/potato points to do so.

Here’s a less cynical definition: ARPG’s are traditionally top-down or isometric real time action games defined by extensive skill trees and character customization. Combat generally has two modes, fighting against trash mobs, which are pinatas for stacks of loot, and fighting against bosses, which are also pinatas, except this time they have the baseball bat.

Last Epoch doesn’t make any innovations that were obvious to me in the moment to moment gameplay. Skills are fun and enjoyable to use, attacks are generally well telegraphed, and have interesting variety. Bosses and enemies have a variety of interesting designs, instead of just being 20 different dudes in armor.

Skills and Skilltrees

But that’s not to say Last Epoch doesn’t innovate. The two main places where it makes changes are in its leveling and skill system.

Last Epoch has two parallel skill systems that compliment each other without overlapping. The first is a traditional passive skill tree that unlocks further abilities as pointed are allocated, with some abilities being gated behind specific earlier unlocks. Each class has a base skill tree available, along with several masteries. Investing points into the base and masteries unlock further active skills for use.

The second set of skill trees are the active skill skill trees. Each skill in Last Epoch has a full secondary skill tree that can fairly radically change how the skill works. Skills level independently of the player, and how they’re leveled can change the impact of the skill.

As an example of this, one of the bread and butter skills of my build was Summon Skeletons. Based on how it was leveled, I would have been able to turn it into a skill that summoned vast hordes, or a much smaller but stronger pool of skeletons. It could also built out in such a way that it summoned melee brawlers, flame arrow launching archers, or poison applying rogues.

Last Epoch does limit the player to 5 equipped skills. Initially I expected to hate this, but I found after a bit that instead it just forced me to focus on picking which skills I wanted to use.

Endgame

I think my favorite thing about Last Epoch, though, might be the endgame’s monolith system. Monoliths will feel familiar to anyone whose played Path of Exile, as its somewhat parallel to that game’s map system. They’re sets of random maps that are linked together on a world map. They generate semi-randomly, remixing tiles and mobs from the main game, with a temporary challenge to clear them.

Clearing them generates stability, and clearing them without dying also gives a chest of extra loot, and some specific rewards based on the nodes, allow for a certain level of target farming.

Stability in a given monolith unlocks sets of bespoke mini-missions, with specific boss fights items that aren’t available in the general pool, or main campaign. My personal favorite was a fight against a gigantic icy necromancer dragon.

There are also a bunch of other missions and modes that are unlocked by collecting and spending keys. I’ll be honest, I’ve tried some of these modes several times, and I’ve been flattened each time.

Life pro-top: Don’t try to take the screenshot of the early endgame boss during the fight.

Crafting and Items

A brief note: For most of this post, I’ve been trying to explain things in a way that would make sense to someone who isn’t familiar with the genre. This section isn’t going to do that. If you’re not a nut-job for ARPG’s feel free to skip this bit, as I’m going to be using a bunch of jargon that won’t make sense if you’re not familiar with the genre.

There are several categories of items in Last Epoch. These include normal items that roll affixes within tiers as is commonly done in the genre. They also include unique items, items that can drop with variation in their rolls, but generally offer some sort of weird build around benefit that can change up a build. Finally, it has set items, similar to unique in having specific names and rolls, but offering a benefit for equipping a certain number of items in the set.

There are also legendary items, created in a system that involves fusing unique and exalted items, but I haven’t actually made any of these yet. Point is, there’s a lot of depth here.

Last Epoch doesn’t currently allow trading between players. Instead, it makes up for it with a fairly robust crafting system, and providing a pretty ample amount of resources to do so with.

Unlike other games that only allow you to reroll the affixes and tiers of an item, items in Last Epoch drop with a value called forging potential. This is loosely a resource that defines how many changes can be made to the item before it stays locked in forever.

The crafting system is simple: spend items called shards to either upgrade or add prefixes/suffixes to an existing item. Doing this spends forging potential. However, items can only have their tiers upgraded to a particular level, with items having a tier above that are only available in drops.

In case none of this made any sense, here’s the end result:

Last Epoch has a strong crafting system that allows upgrading existing and weaker gear to be tuned for the current content, and also easily allows shoring up missing stats such as resistances. At the same time, it still puts the highest tier of gear locked behind drops, thus making it so that there’s still incentive to farm for end game gear.

Maybe I should have just written that instead.

Closing Comments

Last Epoch is still in Early Access. While there’s some content missing, including several sets of skills and masteries for various characters, and the full complete story campaign, I never really felt their absence. The only real problem I have with the game in it’s current state is with the multiplayer. Multiplayer suffers from some small lag and loading issues, with multiplayer and online games having much longer load times than offline.

However, these look like issues that will eventually be addressed. And I still recommend the game in it’s current state.

Last Epoch also has a bunch of other small features I really appreciate but don’t quite have time to cover in this writeup, including a powerful but understandable item filter, auto-sort, the ability for crafting items to be sent to storage at any point in time instead of eating inventory space, and a reasonable skill respecing system.

Last Epoch is $35 on Steam.