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Knights in Tight Spaces

Okay but could be improved

Not a bad game, but runs take far too long, only to be cut short by poor late-game boss design. The Ambassador fight, for example, seems to completely negate an entire archetype—something you don’t realize until you’ve wasted three hours. The party system is interesting, but coordination between archetypes feels either impossible or severely limited by RNG. After 30 hours, the typical fantasy troupe for example (knight, mage, archer) feels like a lackluster combination. Certain cards are restricted to specific classes or equipment, forcing decks to become bloated and uncoordinated just so every character has something to do. Unfortunately, there are far too many terrible cards, making tight deck-building more enjoyable in theory—but in practice, it leads to the same issue of certain archetypes being neutered by specific bosses. On a side note, I really don’t think support attacks should trigger enemy counterattacks. That might be the least fun game design choice I’ve seen in a while.

5 gamers found this review helpful