Hellcard, published by Skystone Games and developed by Thing Trunk, is a cooperative rogue-like deck builder that was recently sent my way. Don’t worry, you can pick this bad boy up on any console as well as Steam.
So, how do you play hellcard? Same as every other card builder. You pick a character, a basic warrior, mage, or archer to start ( you can unlock another by winning your first round or through DLC), and go it solo or find others to play with. If you decide to play solo, you can get NPC characters to play with that you will control. There is no real disadvantage to playing alone in terms of being overwhelmed by enemies.

The battle map will be split into sections based on how many of you there are (up to 3), but you aren’t obligated to stick to your lane. As a mage, for example, I found it prudent to use my area of effect spells many times to level the enemies close to the archer I was teamed up with, since his abilities were weakened against enemies within melee range. In return, this allowed him to use his distance to kill the enemies approaching me. These small details really set the game apart from other deckbuilding games.

Another nice touch is that each person individually picks a path to walk as you descend further down. I might pick a path that allows me to heal, while someone else picks a path for more cards. So while my area may have me fighting skeletons, someone else may bring spiders for us to fight. When we win and reach the rewards, we can select one reward from each location. So now, we can heal, get a card, and a relic. Or maybe we all chose to heal. Communication is beneficial to determine how a run is going to progress.
I can’t say Hellcard is the best roguelike or cardbattler I have played, it really isn’t. It is a solid one, however, that brings enough new things to the table that make it worth the $25 price tag. It’s graphically nice, and the sound is well done, and all in all, a nice 7/10 experience. Best wishes, and may the gaming gods bring you glory.
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