
Cabals combines the strategic deck building of card games and tactics of a chess like board game. The classic collectible card game is now designed from the ground up for PC. Choose your side, build your perfect deck and battle in the War of Cabals to decide the fate of humankind!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English
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Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
As a lapsed player, I decided to give Cabals another go, to see the stuff they ironed out and the new things they added, so let’s check it out: PROS: -The theme is what makes this game great and awesome. Secret societies of mythical creatures and folklore beasties based around the 1920’s.Simply awesome in the variety and aesthetic identity of each of the cabals. -Beautiful art and art style. Also the main musical theme is haunting and awesome. -The gameplay is interesting, adding the depth of navigating, conquering, and controlling a board with the complexities of a mana-based CCG. -Different boards make matches feel quite different, as the resources available can change the approach you take to implementing your deck’s strategy. -Cabals divided into factions, meaning each cabal has another sister cabal allowing both to play cards from one and other. This, combined with the influence system and faction leaders gives interesting restrictions, as well as allowances, for deckbuilding. CONS: -Cabal identity, mechanic wise, is a little bit weak in some places. Just to give one quick example: At first glance you could say that the Danaan Covenant is a cabal based around buffing your units, which is great. But suddenly you are faced with Banshee, which is basically a walking AOE hard removal which seems to be meant as a zoning tool but doesn’t really seem to fit with the faction mechanic-wise. Nothing wrong with mix-and-matching mechanics, but Banshee is one of the strongest zoning tools available, and it is not in the cabal which favors defense (disregarding the name and art of the card, of course). -I have not played for a while, I will freely admit that, but some cards seems a little bit on the overturned side of the spectrum, to give a couple examples: The previously mentioned Banshee, while not having a terrible stat line for its ability and cost, it can win the board by itself if properly managed, and mostly has to be answered with action cards, as most units will just walk to their dead. Not really OP, but a bit overturned, as the risk reward seem to be mostly slanted towards the reward part of the equation. The infamous Gnome Hero, while it is true that it is not the end all be all, it is an extremely draw dependent card, meaning if you can’t answer it almost right away, it can snowball and end the game before you are able to play any sort of hard removal. Yet if it is drawn on the late game, it is almost impossible to buff it meaning it will generate little to no value. Drawn early can win the game by itself, drawn late doesn’t have much impact in the board. -In the deck builder, or anywhere in the game for that matter, there is no way to take a look at cards that you don’t own, and there are no tooltips that explains what the keywords on cards do. General speaking, it needlessly neglects to show a lot of information to the player.The information is available on the game’s website, but it should be included in game. -Deck builder lacks a lot of the staples: No card search function, no filtering, and as explained before, no tooltips explaining keywords and no ability to see cards not in the collection. Economy-wise: -Daily quests cannot be re-rolled and include the dreaded “Win X matches as Y”. This one is ok for people with big collections (I would hazard the guess that they are most of the people playing as of this writing), terrible for new players and people which “main” a faction. This issue is amplified by: -The boosters are divided by faction, which is not really a complete “con”. It is great if you have no interest in playing other factions and only want to play your favorite. It is terrible if you wish to complete as many dailies as possible to grow your collection. -No crafting system. You cannot craft cards you wish to use, instead you need to pull them from boosters. If you pull a copy of a card you already own, you are able to sell it for Influence (the Itchy & Scratchy currency of the game) or gather a couple of them in order to create: -Elite cards. The very concept is terrible. If you manage to get ten copies of a card, you can upgrade it into its elite form (just a golden frame visually). The problem is that it also reduces the required influence needed to play it. For the people who haven’t played to understand this I need to explain a little bit about the rules: During a match cards have two costs, resources and influence. Resources are your mana, and you get them every turn, while influence is given to you by the amount of cards of a certain faction in play, including your leader, which is always available influence-wise. If you have, let’s say, a card which costs 2 resources but also 2 purple influence, and you only have your leader (1 purple influence) the card resource cost increases by the number of influence your are missing (in this case +1, making it cost 3 resources). So far so good? Ok so let’s get to the crux of the issue with elite cards. They cost 1 less influence. Meaning they potentially cost one less resources to play. They only way to get them is by combining 10 copies of a card into one of these. Cards only come from boosters. Boosters can be bought with cash. To sum it up, you are able to purchase a statistical advantage over your opponent with real life currency, meaning is a pay-to-win mechanic. But to be fair, it is specified the reduction only happens in “classic mode”. As of right now there is only one mode of play, so maybe is a wait and see kind of deal. Draw your own conclusions. -Leaders are way too expensive, and they are a big part of the deck building part of the game, as well as the ability of the player of completing some daily quests. Some offer different abilities, some open a whole other world of deck building potential. Any way, if you read all that, you are a trooper. My advice is, if you fell in love with the theme of the game, try it out and keep a close eye on it during its journey through early access. But if you are expecting a refined card game, which feels like it rewards you fairly, you have other options in the market as of right now that you will probably enjoy way more. If anything major changes I will update my review. Until then, keep an eye on the game and let’s see if the devs manage to turn this awesome concept around.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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This game's visual / atmosphere feels like Bioshock and I love it! The game feels pretty solid. I'm that into card games so I can't say how balanced the cards are but I'm loving it (so far). 9/10 (from a guy who doesn't play card games) - all because of the graphics and artstyle (music [some what]).
J'étais sceptique et finalement j'aime beaucoup ce jeu, très stratégique avec un aspect deckbuilding. Je recommande fortement, en plus gratuit et pas pay to win, on peut acquérir les cartes facilement avec de nombreuses quêtes. Essayez le ca coute rien ! Il faut passer le tuto et ensuite le jeu est PVP est excellent. You can try it, fantastic game, so strategic. Good PVP, deck building, but we cannot craft cards ...
Very fun card game that visually looks amazing. It doesn't take much to learn it and can be pretty easy to play.
Once you start the game you are hit with a forced tutorial, with no sound.... The menu volume is turned off and the only way to enter the option menu is to complete the forced tutorial. The developers have known about this for a while now yet haven't fixed it. That says a lot about the state of the game. I know it's not a big deal and it's not game breaking to have no sound. The point here is, if a developer can't get off their ass to fix something so simple, what does that say for furture problems and game balancing? My first game ever, I was in queue for more than ten minutes.... I never actually got to play against anyone because the game never found another player. I exited the game, uninstalled it, and wrote this review in the hopes that it saves people time. This game isn't going to last very long and it's not worth wasting your time grinding for crap in a game that is going to get shutdown in a few months.
First of all, I had to go through a (not so bad) tutorial, on low settings, in 1000*700 pixels, with no audio. There was no way to acces the settings menu. when this torment was finally over I could acces settings and set it to higher pixels (no ultrawide support, sadly). I was like, oké, lets try some new heroes. So from my startingcash, I bought a new hero. Only to find out, it only had 1 card... So I have to play 1 starting hero over and over again, to gain cards, or pay up $$$, ofcourse. Even though its still beta (v0,93), this game really started with a cold shower in the face. I might give it another shot in a year, hopefully my experience will be better then. For now a medium thumbs down.
Cabals is a well-designed game with a lot of potential. It mixes deck building from CCGs with a basic strategy boardgame format, with cards ranging from British and Russian folklore to Lovecraft's vision of Egypt and "the Orient". Faeries vs Nazis? Yes, please! Right up my alley! It just needs a little love to thrive. Cabals is like that kid that sits quietly in the back of the classroom. If you take the time to talk to them, you find out how creative and talented they are; they're just too shy to be popular. With some encouragement, they might just end up making something beautiful for the world to enjoy. Without it, they sort of... fade away. Many of the negative reviews are based on how the Cabals community isn't exactly thriving at the moment. This can be a huge issue for a game that is based on PvP battles -- if a game doesn't have enough players for quick and varied matches, it won't become popular, and if it's not popular, it won't draw enough players for a healthy multiplayer flow. The best solution to this is to get the word out, show Cabals to your friends, and give it enough positive attention to grow into something special. I played it on my iPhone years ago, and hoped that it would finally come to PC. It has, and I was pleased to see that all my progress -- slight though it was -- carried over. When I create a deck on the PC, it's almost instantly updated on my phone. I'm not sure how to tell if my opponents are playing on PC or mobile, and that's a GOOD thing. The cross-platform integration seems superb! The solo "Practice" mode can be a good way to relax and pass the time, but there aren't any material rewards for it. I would easily pay $10 for a more robust solo experience, and I'm hoping with enough PC-love, that's the direction the developers will take it for hermits like me. It *is* free-to-play, which means there are no drawbacks to giving Cabals a chance. I've played extensively on the phone with the starter "Danann Faeriefolk" deck, and it's funny to me when people accuse Cabals of being both "Pay to Win" AND having the most OP card ("Gnome Hero") available in the free starter deck. It can't really be both. I personally don't view any particular cards as extensively OP -- there's always a way to counter them -- and I've never felt constrained by the "P2W" mentality. As with all CCGs, there's a bit of luck involved. Get a few wins, buy a few boosters with the currency you earn, win some more. Just remember that if you're playing someone just as good as you, you can't expect to win more than half the time. And if they're better, just play more until you understand the cards as well as they do. The wins will come. TL;DR: Play Cabals. Bring some life to the community. Help it grow, so that more people will know the joys of having their Lovecraftian Star Spawn knock out some Magic Pigs of Cruachu, or seeing Alistair Crowley bested by Rasputin. Win one for the Faeries!
Cabals, kart oyunlarının stratejik deste yapısını ve satranç benzeri masa oyununun taktiklerini birleştirir. Klasik koleksiyonluk kart oyunu artık PC için sıfırdan tasarlandı. Tarafınızı seçin, mükemmel destenizi oluşturun ve insanlığın kaderini belirlemek için Kabal Savaşı'nda savaşın!
думал оригинальная ККИ.... а оказалось это хитрые китайские шашки. на любителя.... очень своеобразного любителя, НО это явно НЕ клон хертстоуна и МТГ
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