Due to its extensive scope and single-player nature, Rogue Mage is distributed separately from GWENT: The Witcher Card Game. Internet connection and GWENT’s multiplayer client are not required to play — the expansion can be launched fully in offline mode at any time. Players can also utilize cross-saves, allowing them to transfer their progress across all supported platforms when logged in via a GOG account.
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Due to its extensive scope and single-player nature, Rogue Mage is distributed separately from GWENT: The Witcher Card Game. Internet connection and GWENT’s multiplayer client are not required to play — the expansion can be launched fully in offline mode at any time. Players can also utilize cross-saves, allowing them to transfer their progress across all supported platforms when logged in via a GOG account.
As a Gwent fan, this was a no brainer and mixes the mechanics up pretty well.
Price point is not bad, deluxe is for Gwent unlockable items for the most part.
The solo aspect is also nice, being able to chill or walk away mid turn is a bonus.
A solid roguelite with a great deal of customisation for difficulty and playstyle. It does show itself as low-budget in quite a few places, most obviously the re-using of Gwent assets that may or may not be appropriate. But the flip to that is that there's a staggering amount of individual card choices and abilities in the game, and many of the ones that are new for this game are inventive and interesting; or simply funny. The spell that rerolls a card already played is fun, and the treasure that turns your entire deck into cards that play themselves adds a dimension to card selection and interaction that completely alters how you play one run from another.
The downsides are, mostly, just related to the game being structurally simple. You and the AI take turns putting down cards that have a value and an interaction, whoever has the highest at the end wins. There's a lot of variety within the cards interacting but ultimately it's about getting a number to be higher and the AI frequently blasting away any engines or combos you're setting up can make it a bit one-dimensional. The AI is also, while quite alright, not perfect. Occassionally it will make obvious sub-optimal choices, or downright target itself, which is not at all satisfying to play against. I would rather play on easy-mode against a superior machine than play on hard-mode versus a janky one, you don't really get the option of the former.
But, aside from that, it's fun to lay down cards, get combos going, and find cheeky ways to beat the game. Duplicate powerful cards, flood the board with effects, buff a fragile card into a big beefy boy that suddenly multiplies it value many-fold as a result. If you've played Gwent, or Thronebreaker, nothing here will blow your mind but it's varied enough that it's fresh. For someone like me who ended up quitting Gwent due to advertisements and samey design, this game is most of what I enjoyed with the worst bits trimmed off.
At 10 Euro it's a steal
A fun game, but ultimately flawed by cheap tactics from enemies. Lives up to the roguelike achetype of having a "campaign" end because you get matched up against an opponent your deck can't beat. It should have taken after Thronebreaker more for the cards or battle types. Instead it feels more like Hearthstone with a "boss card" that usually has constant abilities. The end result is the game feels like it pairs you against a hacker in Gwent. It feels like you have to deploy your own cheap tactics to counter the computer's cheap tactics, and ultimately a lot of cards are useless. Some even having the same abilities as Thronebreaker or Gwent while enemy cards tend not to have that. Again, this makes it seem like an odd matchup. I still play from time to time but I don't progress the game any more. Why raise the difficulty on a game that requires you to trade winning for fun? On lower difficulties the game can feel like a cakewalk, but at least that serves the purpose for offline time-killing Gwent lite. Oof.