
We have integrated card games, Roguelike, and auto-battling chess to create this single-player board game. Match the strongest exploration team, build a unique deck, discover new events, and adventure through vast worlds!
Modeled estimate, not a reported figure. How we estimate →
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About
We have integrated card games, Roguelike, and auto-battling chess to create this single-player board game. Match the strongest exploration team, build a unique deck, discover new events, and adventure through vast worlds!
We have introduced a Bond system in Auto Chess, where you can match different teams according to the requirements of various levels.
In addition to the chess pieces, the cards you construct will also be powerful aids in battle.
Every adventurous journey will bring various changes. You will encounter different enemies and events.
Whether to proceed step by step or to make great strides forward is entirely up to you.
2+ battle scene
50+ available cards
20+ available champions
10+ different enemies
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Japanese, French, Italian, German, Spanish - Spain, Russian, Indonesian, Turkish
Reviews
[url=https://store.steampowered.com/curator/44181848/] 【更多适合Steam Deck的好游戏推荐,请关注GPD掌机鉴赏家!】[/url] 《魔卡棋兵》巧妙地将卡牌游戏、Roguelike 与自走棋的元素融合,打造出一款富有策略深度的单机棋牌游戏。游戏的核心魅力在于其丰富的构建可能性:50多张卡牌与20多位冒险家组合出的战术变化无穷,自走棋的羁绊系统则要求玩家根据不同关卡灵活调整阵容。 本作的Roguelike元素增添了冒险的不确定性与重玩价值。每次征程中,玩家将遭遇各类随机事件与10种以上不同类型的敌人,是谨慎推进还是激进冒险,决策权完全在你手中。虽然目前游戏提供了2个战斗场景,内容框架已初见雏形,但流程体验的多样性稍显不足,偶尔会感到策略套路较快固定。 总的来说,《魔卡棋兵》为喜爱深度策略的玩家提供了一个不错的舞台,其核心机制融合得当,具备潜力。若能通过后续更新扩充场景与卡牌数量,丰富敌人的行为模式,必将更具吸引力。
《魔卡棋兵》是一款有着公会经营和角色养成元素的肉鸽爬塔自走棋游戏,游戏里我们将带着我们公会麾下的英雄们进行探险,获取各种资源和遗物来建设公会和壮大我们的英雄队伍。 游戏有着欧美漫画一般的角色头像和较为简单的爬塔地图,包括角色建模在内都是较为简单的,但是简单并不代表不好玩,自走棋搭配卡牌构筑的玩法模式还是较为新颖的。 《魔卡棋兵》的玩法还是较为简单的,就是组建队伍去爬塔冒险,过程中无论是探索还是战斗都能获得相应的资源,过程中还会有各种事件,选择需要的就能让我们的队伍越发强大。 战斗看着像是战棋,其实是自走棋模式进行的,但中间会有回合暂停,在这个时候我们能使用各种卡牌来对我们的角色添加各种状态和效果,有些技能是直接对地方进行伤害,不过敌人就没有这种好待遇了,因此在我们的干预下,整体战斗并不会太难。 不过需要提一嘴的是,游戏目前似乎有一定的BUG,爬塔过程获得奖励时不时会都是“+所有棋子50%生命上限”,但是我们选择又不给选择,然后就会一连串奖励都是这样丢失,希望制作组尽快修复吧! 回到营地的时候我们可以使用获得的资源建设公会基地,在酒馆还能招募新的公会队员,也能使用资源给我们麾下的队员们进行提升,整体玩法虽然简单,但养成元素还是较为丰富的。 整体而言,《魔卡棋兵》还是值得一玩的,虽说还是肉鸽爬塔,但有着养成元素和自走棋元素的加成,让《魔卡棋兵》有着一定的新颖感觉,就是希望制作组尽快修复BUG,让游戏变得更好吧! [quote]欢迎关注我们的鉴赏家:[url= https://store.steampowered.com/curator/35402982/]走心评测[/url] ←遵从内心,写出真实感受 欢迎加入我们Steam组:[url= https://steamcommunity.com/groups/ZXPC]走心评测[/url]←点击加入,一起探索游戏的乐趣 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
ArcaneDeck ChessWraith, developed and published by 烛星游戏, is an inventive blend of deck-building strategy, roguelike exploration, and auto-chess style tactical combat. It presents a creative experiment in genre fusion, one that attempts to merge the card-based decision-making of games like Slay the Spire with the dynamic unit synergy and positioning systems of titles such as Auto Chess or Teamfight Tactics. The result is a highly conceptual experience that challenges players to not only plan their decks and strategies but also to adapt to unpredictable battlefield conditions. It is the kind of game that rewards both analytical thinking and improvisation, traits that make it appealing to players seeking something intellectually engaging and refreshingly unconventional within the indie strategy landscape. The core gameplay loop revolves around assembling a team of champions and constructing a deck of cards that interact with them in meaningful ways. Players venture through procedurally generated scenarios filled with enemies, random events, and opportunities to upgrade or acquire new cards. Each battle unfolds on a grid-like board where champions are automatically deployed to fight based on their assigned positions and abilities. The “Bond system,” one of the game’s central mechanics, ties directly into this process. It creates synergy bonuses depending on how units are combined—similar to class and species bonuses in auto-battlers—encouraging the player to experiment with team compositions and card effects to unlock hidden potential. The interplay between card choices, unit placement, and passive bonds forms a strategic triangle that defines the game’s personality. From a presentation standpoint, ArcaneDeck ChessWraith employs a stylized fantasy aesthetic that combines hand-drawn illustrations with minimalist battlefield visuals. Its art direction draws from anime influences but keeps things restrained and clean, allowing clarity during tactical combat. The music and sound design support the sense of progression and exploration, offering a subtle but fitting backdrop to the game’s turn-based pace. While the visuals may not be graphically intensive, they are expressive enough to establish character identity and readability during fast-paced encounters. The game’s accessibility is one of its notable strengths—its modest system requirements ensure that it can run smoothly on nearly any modern machine, extending its reach to players who might not have high-end hardware. As a roguelike, replayability is a major focus. Each run offers different cards, enemy compositions, and event outcomes, making no two adventures quite the same. The developers have included a variety of over fifty cards, twenty or more champions, and several unique enemy types, ensuring that experimentation remains rewarding. Players who enjoy finding broken combinations or building unstoppable decks will find plenty of opportunities here. The sense of discovery as you unlock new strategies, synergize cards, and refine your understanding of champion interactions captures the essence of the roguelike spirit. It is not just about survival—it’s about iterative mastery, learning from previous failures, and perfecting a new plan with each run. However, ArcaneDeck ChessWraith is not without its growing pains. Being a new release from a small developer, its content scope is currently limited compared to major strategy or deck-building titles. The variety of enemies and environments, while serviceable, may feel repetitive after extended play sessions. Additionally, without a substantial player base or a robust system of community feedback, the balancing of cards and champions may still need refinement. The dual complexity of deck-building and auto-battler mechanics also means the game can feel overwhelming to newcomers who prefer straightforward strategy experiences. The early difficulty curve requires players to engage with multiple systems simultaneously, which could either be invigorating or exhausting depending on one’s tolerance for layered mechanics. Despite these limitations, the heart of the experience remains compelling. ArcaneDeck ChessWraith succeeds in offering something distinct in a genre that often feels saturated with imitators. Its mixture of tactical foresight and randomization creates a satisfying rhythm between control and chaos. Players must continually assess risks, adjust formations, and adapt decks on the fly—creating a constant sense of engagement. There’s an experimental quality to its design that makes it intriguing for fans of indie strategy titles: it’s less about perfectly polished execution and more about exploring a daring concept that invites future evolution. It feels like a foundation that could, with updates and expansions, grow into something remarkably deep and enduring. In the end, ArcaneDeck ChessWraith stands as a thoughtful experiment in hybrid strategy. It invites players into a world where chess-like tactics meet deck-driven adaptability, wrapped within a roguelike structure that rewards persistence and creativity. Its deliberate fusion of mechanics makes it a fresh addition to the indie scene, offering cerebral gameplay that prioritizes planning, synergy, and experimentation over flashy spectacle. While it still bears the hallmarks of a first release—limited scale, niche appeal, and early-stage balancing—its potential is undeniable. For players who crave innovation and complexity in equal measure, ArcaneDeck ChessWraith represents a hidden gem worth discovering and supporting as it continues to evolve into a more refined and richly strategic experience. Rating: 7/10
Bu tek oyunculu masa oyununu oluşturmak için kart oyunlarını, Roguelike'ı ve otomatik savaşlı satrancı entegre ettik. En güçlü keşif ekibini eşleştirin, benzersiz bir deste oluşturun, yeni etkinlikler keşfedin ve uçsuz bucaksız dünyalarda maceraya atılın!
As with most roguelike games, you begin each run with a map where you select your next event; a battle, a treasure chest, or a question mark indicating a random event. Each map is randomly generated and fairly lengthy, though you can complete a run quickly if you focus on reaching the end instead of exploring every event. The main events are battles. Battles combine elements of auto-combat and card-based gameplay. You can reposition your heroes before the fight begins, but it rarely makes a difference. Once you hit the “Start Battle” button, both your heroes and the enemies charge at each other automatically. You can inspect your opponents, view their stats, and even read bits of lore about them, though the translation, while decent, uses capital letters at the start of every word, which makes the text hard to read. After about five seconds (which can be sped up), you draw five random cards from your deck. Each card has a typical effect, healing, dealing damage, casting spells, and so on, along with an energy cost. You can play as many cards as you like until your energy runs out. If your opponents are weak, you might defeat them before the card phase even begins; stronger enemies may require several card rounds to overcome. When a battle ends, you either perish or earn rewards: coins, crafting materials, and a choice of one new card from three random options. You then move forward on the map until reaching the boss fight. Winning sends you to a new random map and begins another run; losing all your heroes returns you to the village. In the village, you can recover and improve your heroes. Wounded heroes take time to heal. One day of rest is free, but each additional day costs two coins. Alternatively, you can use herbs (one of four materials) to heal them instantly. Upgrades take place in the tavern. Improvements always cost the same but depend on resources: experience for coins, health for food, and armor for iron. The available options are random, but resting a day refreshes the tavern’s offers. You can continue upgrading as long as you have materials. Wood, the fourth resource, is used to expand your heroes’ guild, which becomes available only after completing an entire run and gaining enough experience. All materials can also be purchased from the shop. Ultimately, the goal is to clear runs and collect new heroes. Party size is limited, but hero pairings matter due to synergy perks. For example, two heroes with the “Warrior” perk boost health points, while an “Elemental Alliance” increases mana regeneration.
自走棋+回合卡牌+爬塔 有中文 有成就 返回菜单未生效。 地板网格过亮,建议角色脚底网格实心染色。 战斗回合结算画面,略过奖励缺少二级确认。 退出游戏未保存退出描述不准确,我已经手动保存了,但是还提示未保存退出。建议改成请确认已手动保存之类的文字。 建议增加城镇按钮交互反馈,鼠标经过增加购物提示,比如花钱交流战斗经验能干嘛,具体获得什么。 第二次再玩0级难度的时候好像还是会再次被老奶奶撞到并给一堆卡牌。 遇到过敌人突然全灭的情况,不知道发生了什么。 全屏和无边全屏的设置描述和实际效果相反。 现在镜头视距太远,建议能增加缩放,现在是越远的敌人格子越小,拖动操作判定范围越小。 主角团的头像没NPC大,没NPC好看。 队员和棋子,描述不统一。
[h1]简介[/h1] 《魔卡棋兵》是一款肉鸽卡牌爬塔自走棋游戏,游戏的主要玩法是围绕招募的各种英雄搭配各类卡牌进行爬塔的战斗。卡牌会和英雄的某些特质产生联系,放他英雄的特性,产生1+1大于2的效果。在爬塔的过程中,有战斗房、商店房这些,战斗房会在战斗胜利后可以选择一个卡牌,商店房可以选择回血、购买道具或者是对牌库的某个牌进行升级。 [h1]玩法[/h1] 爬塔的战斗是在6边形的网格进行的,开局时可以调整一下出场英雄的站位,点击开始后就会开始自动战斗。作为深度参与战斗的另外一个系统,卡牌,则是有对我方英雄使用,提高能力恢复状态的,也有对地方使用的,增加目标的减益效果或者直接造成伤害。当然还有作为英雄与英雄之间的连携加成,一般只要将有这类效果的英雄放一起就会触发。 [h1]特色[/h1] 游戏战斗使用的卡牌有即时,时间读条后可以使用牌库牌,卡牌除了各种效果外,还有需要使用的行动点,开始每个回个只有3个行动点,行动点可以在爬塔过程中的事件或者是遗物选择增加上限,更多的行动点意味着单回合可以使用更多的卡牌。对于战斗过程中各种获取卡牌的途径,虽然卡牌很多但常用的卡牌就那么几个,过多的卡牌还需要过牌的手段。 [h1]音画和其他特色[/h1] 而在局外,就是常见的队伍恢复、遗物选择、酒馆看看有没新英雄,商店里买点素材或者道具什么的。一切准备妥当就可以选择继续爬塔了,爬塔的时候可以手动选择难度,难度越高回报就越高。不过本作在美术方面还是比较简陋的无论是场景还是局外的休整,没有太多华丽或者让视觉产生冲击力的效果。配乐也是,和美术也采用了同样的极简方案。 [h1]总结[/h1] 总的来说,《魔卡棋兵》的系统很全,卡牌也很全,英雄也很多,之间也有相关的连携关联设定这些,玩起来也是这样的。比较让人遗憾的地方可能就是英雄的队伍成长非常的慢,需要狠命的刷塔才可以,虽然自走棋的战斗能节省一些精力,但卡牌又增加这部分的工作量,英雄在没有卡牌的加持下非常容易暴毙,需要时刻关注英雄们的状态才可以。而且看似站位、卡牌、英雄连携这个铁三角牢不可破,但也仅限部分的卡牌和有限的几个英雄,很多的卡牌和英雄是没有上场机会的。所以要不要玩,就按需选择吧。 [table][td]欢迎关注鉴赏家[url= https://store.steampowered.com/curator/45519015/]“无趣评测”[/url][/td][/table]
[h1]爬塔肉鸽自走棋,创新性十足但是却小BUG不断,以好评鼓励[/h1] 《魔卡棋兵》,由烛星游戏独立制作并发行的一款以自走棋为基础,结合杀戮尖塔的地图设计和肉鸽遗物与卡牌战斗思路的“缝合怪”爬塔游戏,简单开一把的流程大致在10到30min左右,低难浅水区战斗上手难度约等于0,而高难热水深度堪比难度20下的故障机器人打小红,框框两巴掌被带走,但是这些都不是最大的问题,游戏的体验遍布着BUG,非常希望作者能尽快修复。 [h2]非常明显的效仿《杀戮尖塔》的卡牌战斗机制思路,但本质却是自走棋战斗[/h2] 本作可以说受到塔的深远影响,从最初上手的地图页面UI到局内被塞满的“初始牌组”,再加上战斗,事件,精英,休息,商店和遗物,金币体系,仿佛这一切都是熟悉的第二个尖塔,但是事实上体验后,可以完全否定该观点——《魔卡棋兵》操作性在塔学运营,实际战斗时完完全全是自走棋思路。 [h2]仅从牌组构建层面结合自走棋玩法浅谈本作缺点与BUG反馈[/h2] 首先是本作中以三人小队出战,携带初始自定义牌组(初始0级工会上限5张)和一个遗物出战,作战中第一回合强制自走棋战斗后,玩家可运用三费能量上限搭配初始抽5张卡牌进行卡牌使用。 [h2]笔者粗略按效果来将卡牌类型分为:[/h2] 1.直接伤害类2.对敌DEBUFF类3.对自己强化BUFF类4.抽牌类5.混合效果类6.召唤图腾类 以及,法术类(消耗法术类与可复用的法术)卡牌与药水类卡牌(注意药水算作卡牌必须抽到才能使用)两大分类。 第一,本作卡牌数值不高,例如直接伤害的“匕首雨”法术数值为2×7,横向对比笔者用“嗜血仪式”卡牌培养的弓箭手,攻击为157×3,简直路边一条。 第二,debuff类法术大体分为禁锢(使怪物原地罚站),毒物,虚弱和易伤,同杀戮尖塔,但是卡牌晚出的机制决定了,第二回合才能上手的debuff堪称无用。 第三,buff类法术大体分为,直接加攻/加防御/加盾/加数值/加棋子移速(神行)/再生,在此也特意强调,本作能直接有用的buff法术之间差距极大!点名“嗜血仪式”,杀敌[u][b]永久加基础数值[/b][/u],笔者甚至认为该卡牌是一张该直接Ban掉的bug级禁卡,直接通过多次战斗永久叠数值造大叠,这个游戏就完全变为刷子游戏了。 第四,抽卡类法术,有请我们众望所归的“祭品”(献祭法术,消耗),“深呼吸”(休整),“杂技”(法术预热,消耗),“燃烧契约”(公平交换),尖塔四大天王登场,尤为需要强调的是,以上法术均为0费!总所周知,0费是个危险的设计,但是在本作中甚至是直接自定义牌组出场,极大程度上精简了牌组运营,我知道你在想什么,在本作中“卡牌无限”也是极其简单就能构建出来的,初始牌组,引雷(“愤怒”)+休整(“深呼吸”)+公平交换(“燃烧契约”)只需要两个火堆就能直接构建沙雕无限!而带上产能量的法术,能够电表倒转! 而混合类法术直接是数值类卡牌上位,图腾类法术召唤一个战棋到战场任意一处,用处也由于第二回合上手,意义不大。 [h3]那么这个游戏的最强打法思路来了,战棋扛过第一回合的攻击,卡牌无限第二回合直接清场。[/h3] 可以说游戏整体最稳思路就这样了,启动就是吃地图上火堆位置,也可以带上嗜血仪式生造大爹,游戏在此刻便索然无味了起来,不过正常进行一局也可以考虑均卡思路打一把No No的SL,一路抓牌一路战斗。 [h2]接下来是遗物部分,说实话遗物做的非常不出彩。[/h2] 简单对遗物来分类便是:数值类/直接获取资源类/debuff or buff类/战斗掉落资源类及一些杂七杂八的效果,总计38个遗物相比“嗜血仪式”法术没有特别亮眼的存在,甚至有一定负面效果。 至于回到营地,关于工会等级和一些“建筑”效果,游戏将金币系统和资源系统杂糅到一起,不分局内外的资源,导致了部分资源的极大不平衡和金币的最高经济统治力,而酒馆点一下就打烊的资源消耗速度,也导致了游戏局外成长极度匮乏,游戏体验集中于局内构建。 [h2]以下简单来对BUG分类:[/h2] 1.局内升级卡牌,需要保存后重进游戏才能获取效果 2.局内升级卡牌没有升级效果提示和帮助,有些卡牌升级没有效果 3.偶尔会遇见游戏局内事件和火堆部分选项无法进入,仅能离开,无法复现 4.游戏UI卡死,部分提示直接覆盖在页面顶层,带到局内去影响视野和观感 5.游戏偶尔会直接卡死,无法操作,仅能大退重进 [h1]结语:尚需加强设计的半成品作[/h1] 由此,游戏还是需要一定的设计和BUG修复,且部分卡牌效果也需要权衡,但是假设将游戏仅为nosl的体验,多打怪多摸遗物(最优先)多摸牌还是能舒爽Build出非常舒适的肉鸽体验的。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
杀戮尖塔加自走棋,还有很大提升空间,请保持更新,加油。 目前问题,战斗看不懂,没有视觉效果。有的敌方的技能名没有名。退出游戏按钮可以和保存按钮做一起,实际退出游戏也自动保存了,但是提示会让人误认为没有保存。
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