Genre: Card & Board Game
Roguelite, deckbuilding, dice-rolling fun. Really clever design that surprisingly works a lot better than you’d think. Presentation belies its complexity at times.
Currently the most polished and considered autobattler. Super addictive. Depends if it keeps getting updates, which depends if people keep playing it.
Breathes creative new life into rogue-likes by way of deckbuilding and card/turn-based combat. Deep and satisfying, STS was an instant classic and has proved wildly influential (for better or worse).
Simple but ingenious concept which will either highlight the strength in you & your partners communication, or potentially start an argument. Either way, hilarious couch/party game.
God-game sandbox played with cards. Interesting and fun concept, if a little obtuse.
Artifact was as rewarding as it was deep. RNG was handled well, and over large sample sizes played little part in outcome. Monetisation was misunderstood IMO, and - very sadly - basically rendered the game dead on arrival.
Almost overwhelmingly opaque and seemingly esoteric, but delivered in an intriguing package that invites more playtime if only to figure out what the hell is going on.
Utterly brilliant. Takes everything it learned in its predecessor and does it much better. The concepts driving this game are so ingenious and well executed, I cannot recommend it highly enough.
If you’ve ever played simple IRL RPGs like Mafia you can imagine that the quality of the ‘matches’ depends entirely on the people you play with. The game itself however is pretty solid & worth a look.
A nostalgic but fresh and seemingly-casual approach to card games. Early on it was approachable, diverse and very fun. As time went on, P2W became more present, and complexity-creep sucked a lot of the fun.