

Make it through enough battles, and your opponent will reveal one of his myriad personalities.

Or you might come across some much-needed supplies that provide you with one-off equipment, like squirrels in a bottle you can add to your hand at any time, or a pair of scissors you can use to cut up one of your opponent's cards. You might get an opportunity to gain some new cards, like the ant, whose damage stacks for every ant you have in play, or the adder, whose venomous bite will instantly kill any animal in front of it. Why not sit back down while you think about it? Move your figurine to the next point of the map. Didn't the stoat say something about the rulebook? That it might somehow help you escape this room? Leaf through the rulebook to better learn the cards in your hand. Move the hands of the cuckoo clock behind you. Admire the crunchy pixels of the room's many objects. Stretch your legs, have a look around the cabin.

Yes, you can get up from the table, so long as you're not in the middle of a match. Was that a lot to take in? That's alright. If you lose, well, let's not dwell on what happens if you lose. Deal enough damage to your opponent over your own damage level, and you will win, and may progress. The damage is counted on a set of scales, which will rebalance as damage is exchanged. The Wolf will attack, either at an animal played in front of it, or if there is no animal, directly at your opponent, whereupon it will deal damage. Now sacrifice the squirrel and stoat (who will protest) and use the two blood tokens you receive to play the Wolf. Draw a squirrel and place it on the board. For this new turn you may draw one card, either from your hand, or from a deck of squirrels. The turn will resolve and play will return to you. You're now out of moves, so ring the bell. The stoat will talk to you, tell you play along. Sacrifice the squirrel, and use the blood to play the stoat. The squirrel is good for nothing, save as an offering for your next card. Guests always commence the turn, so you may play a squirrel. Between you is a board on which cards are played.

Across the table is a figure wreathed in shadow, who talks in a soul-shaking buzz, like Lucifer's fridge. You sit on a stool in some backwoods shack, a fan of cards clutched in your trembling hand. The alternatives don't bear thinking about. Instead, you must press continue, because you've already been playing for some time, and continuing is all you can do. The one played against blinking eyes and withered hands that tap impatiently on the table and sometimes do…other things. The one about bones and blood and ritual sacrifice. That's because there are no new games in Inscryption. Boot up Inscryption for the first time, and after sitting through a faux-loading screen, your right index finger will be briefly baffled as you tap fruitlessly on the "New Game" button. i actually like the approach monster train took on boss rewards which was just to have them be a static buff to energy, space, or card draw.It's rare that a game grabs your attention from the starting menu, but then again, Inscryption is a rare game in so many regards. like slay the spire is my fav game ever but it can be really feelsbad when you don't get any +energy items after bosses, and only gimmick cards that counter-synergize with your deck. the one thing i wish some of them would smooth out is the bottom of the curve. I also agree with the posts about how fun it can be to get something super busted in a real roguelite, as long as it doesn't happen too regularly.
#Static card inscryption mod
i know they released kaycee's mod to make it closer to a "real" roguelite but i never took that as the intent. it's more of a question of what ISN'T busted in that game. was actually funny for me for a while to watch people go omg i found the most BUSTED inscryption thing and it was like 20 different things. I always took it that the whole point of inscryption was that you could bust it a million different ways and sort of have a ton of fun and breeze through it mostly.
