
MistsBook is a deck-building roguelike game where automatic chain reactions form the core gameplay. where you can play all the cards you draw with just one button press. You will collect patterns, symbols, and seals to uncover clues and reveal the pages of this book that has no beginning or end.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
游戏机制比较独特。序章在教我怎么玩,第一章在教我怎么玩,第二章还在教我…… 朋友,我有一言,不知当讲否……游戏机制应为趣味性而生。教我很多规则,如果趣味性不足的话,学习是负担。
[h1]看似简单实则烧脑的构筑卡牌[/h1] [h2]游戏推荐指数:★★★★★★★★☆☆[/h2] [quote]买肯定是要买的,玩肯定是不玩的 快来关注[url=https://store.steampowered.com/curator/38222893/] G胖受害者鉴赏家[/url] 让选择游戏变得更加简单[/quote] 《烟之书》是一款具有奇怪结算和烧脑策略的卡牌构筑,游戏背景结合了中国传统历史文化和奇幻元素,将比如象棋围棋,诸子百家组合成一个卡池,游戏玩法类似《小丑牌》和《幸运房东》的结合,玩家将从七个卡池中选择三个出发,通过卡组之间的联动,符号印章的辅助,在限定回合中翻动足够的书页过关,书页结算的方式是倍率*桌面书页,让人体验到数字爆炸的快感。每个卡池设计颇有趣味紧密联系,比如兵凶战曲玩法就是大量维持牌,步步为营,将分数集中再多次触发;辞林观止可以通过增加手牌点数蓄爆养成大哥,也可以凑齐文人墨客,一齐出动,利用人数优势碾压;百家争鸣卡牌基础分很高,但会再桌面生成各种祸乱拉低你的分数,要利用各种手段合纵连横,利用负面的祸乱达成更高的流转效率。游戏中还有各种符号和印章增加游戏丰富度,通过印章的操作使卡组更易成型,符号类似小丑牌,对分数提高有单纯的数值提高。 每回合有书签,准备,出牌,结算,挑选卡牌几个阶段。书签可以增加难度获得奖励。在准备阶段会从卡组抽出卡牌,顺序放置在手牌,注意顺序,这是游戏非常重要的点,卡牌位置稍有偏差,对最终分数影响是巨大的,玩家可以使用每回合回复两点的行动对单个卡牌顺序进行调整或者锁定,或者利用印章给与卡牌buff或者抽牌弃牌等操作。然后出牌,卡牌会按照手牌顺序依次进入桌面,这一阶段会触发个别效果,维持卡开始生成光环效果。关键的结算来了,卡牌会在此阶段按顺序翻动增加卡面的书页点数,结算卡面的效果,有的会反复触发,有的移牌抽牌,牌的效果结束后会乘以倍率最终得分。(这个过程可能会很长,我玩了一套大卡组才知道手牌和桌面上限100张,哪怕有8倍速也结算好久)在每回合结束都能挑选一张牌加入自己的卡组,每关结束后还能在商店购买卡牌印章符号,所以构筑的空间非常大,选择十分自由,更挑战玩家的抉择能力和计算能力。 那么这么好玩的游戏就没有缺点了嘛,缺陷其实不少。有以下几点希望以后有所改进: 1.关键词晦涩难懂,建议添加卡组教程,让玩家熟悉基本原理。 2.卡牌效果莫名其妙,有的卡生效是0,效果的意义是什么,我也没看到针对效果的增益。 3.游戏的图标太小,比如耐久停留的还有几回合很难看清。 4.图鉴的解锁方式,废物东西实在不想拿,想琢磨套路图鉴没开很影响思路。 5.美女呢?美女呢?开局诈骗是吧,书中自有颜如玉??? 写到最后分享一下我的通关技巧,辞林观止有张牌叫雪飞六月效果是视为所有牌同名,然后有个百合印章可以抽一张牌所以同门牌,所以可以把一百张牌全抓手上,大家慎用,我打了2kw太卡懒得打了,希望看到更多卡组技巧。 [quote][h3]鉴赏员测评配置:[/h3] CPU:AMD Ryzen 7 5800H GPU:NVIDIA GeForce RTX 3050ti Laptop 加入[url=https://steamcommunity.com/groups/GgamePlayer] G胖受害者鉴赏组[/url] 和鉴赏员一起战斗!爽! [/quote]
年初爆火的《小丑牌》用其优秀且简单的底层框架,给后来的开发者开辟了卡牌类rogue的另一条道路,从德州扑克到书页并在此添加了些许独特性,一些古典和传说作为流派的背景,套牌联动所衍生出的流派,谨慎调节的策略性,每章都有的挑战奖励,可消耗和不可消耗的卡牌增益印记,确实让《烟之书》有一些特别之处。 先说基于框架优点的部分,本作最为不同的便是牌组构建化程度较高,但对于新人来说并不友好,过于复杂的词条,而且随着卡牌数量的增多,怎么通过顺序打出更高的分数对于玩家的计算量要求也很高,需要一些计数器优化,策略则为思考套牌之间的联动性,在每回合三选一,以及之后的商店页面,只需二三章便能组建好一套牌组。玩家可以通过印记给卡牌提供强化效果,包括点数,倍率,抽牌以及流派对应buff,可消耗与不可消耗交给玩家的又是一张强牌or反复利用强化的决策,而挑战书签则是用debuff来换取同等甚至更好的奖励,本作并非上手即爽的类型,而是通过策略一部部打出大数字获得成就感,差异化是有的,至于爽不爽得看个人了 最后聊聊框架缺点,《小丑牌》做得最糟糕的地方便是难度进阶的设计,过于简单的设计导致运气成分占比非常之高,而本作则是没有设计难度系统,改换套牌获得经验解锁更多牌库,印记,流派等,还有统计通关数据列入排行榜,与其他玩家争夺更高名次作为重复游玩的动力(另外提一句这游戏也是无尽模式靠指定牌组的),虽然避开了设计上不少的难点,但是可重复游玩性也欠缺许多。 [quote=Lem0n juice] 笔墨写春秋,挥毫描秀色; 欢迎关注[url=https://store.steampowered.com/curator/44125219-Lem0n-juice/] Lem0n-juice [/url]~ 我们致力于游玩各类游戏并给出自己的意见供大家参考,欢迎加入我们的大家庭~[/quote]
This is a themed roguelike-deckbuilder which has a lot of charm and a lot of style I hope future updates will bring out more themed decks. Its mechanics are based upon the order you put cards on the table (or are on the table already) making for a very unique style of play. It comes with 6 decks each of which has its own distinct style and theme and each game you need to pick 3 of those to draw cards from and beat a score threshold that increases each round... with the increasing point-threshold and traits of each deck this becomes a challenge whether you truly understand how the 3 decks interact with eachother. Afterall a deck based upon timed delay effects REALLY doesn't mesh well with a deck that discards cards in play, killing off cards on delay before they have the time to activate. Currently the themes of the decks are: Stay (space-time style)- Timed delay decks that usually have an initial negative point cost only to be worth big points after they've been on the table for a couple of turns Flip (warfare style)- Cards that either activate the first or last card put on the table each turn but aren't worth a lot (if any) points by themselves Retain (bookclub style)- Cards that, when placed on the table, boost the value of cards that are (or stayed) in the hand Chaos (Revolution style)- Cards that are worth big points but usually also put cards on the table that have a negative point value and stay there for multiple turns Recycle (vampire style)- Cards that have effects when OTHER cards enter or leave play Discard (wasteland style)- Cards that remove other cards on the table from play Mutate (mist style)- an unpickable deck of which you can get cards at various points that revolve around cards that turn into better versions of cards after a set amount of times being played. The beauty of this game is in its balance. Each deck is made in such a way that it could win the game on its own but by being forced to pick 3 you need to find a delicate balance on which cards you want to add to your deck after each round, which cards you want to play each round and in which order. However, combined those 3 picked decks can make for some hilarious chainreactions which could win you the game too... it's up to you to find these horribly broken synergies and make it through a set amount of games, each time with an increasing difficulty. Ofcourse all the wellknown tropes of other roguelike deckbuilders are present too such as seals that apply a permanent effect to cards or augment them for that turn of play as well as artifacts (called symbols in this game) which can drastically alter your style of play on their own but also game-challenges that can award you various rewards if only you're willing to up the difficulty of that round. All this combined together makes for a game that is a refreshing take on the roguelike deckbuilder The downside is that the tooltips for card effects are OBVIOUSLY translated and sometimes don't exactly do what you would expect them to do OR that certain card-effects don't quite do what you would expect them to... once you start to understand what these effects do, though, or how the translation is a bit lacking each game can become a true joy to play with you searching for that broken synergy in this deck combinations. Don't miss out on this game; it's definitely one of those underrated gems.
希望有更加高的倍速,打出无限 loop 后一局变得好慢……
You know how in Balatro you can build up multipliers and crazy combos based on what Jokers and cards you have? This game takes that same concept and builds upon it with the same type of dopamine you get from watching numbers and mulitpliers go up. It has a lot of complexity and is rather obtuse, but for those people who enjoy complex interactions there's a lot to be had here. I'm three games in and it's still trying to teach me how to play. Not the game for me but I'm sure it's a game for somebody else to enjoy.
[h1][b]翻阅烟之书,享受构筑的乐趣[/b][/h1] 单看《烟之书》的游戏名与画面,我会将其理解为一部小众文艺范的卡牌游戏,但本作实际上却是一款类似于《小丑牌》的牌组构筑游戏。 游戏中玩家需要精心搭配卡组,然后在有限的出牌次数里运用排序、锁定、印章等机制打出足够高的分数,整体设计非常巧妙,并非简单的模仿之作。 本作将传统游戏中的得分包装为了翻书,每一关系统都会给出一个目标页数,玩家则要通过卡牌的组合来打出尽可能大的数字,实现翻到特定页数的目标。 游戏每回合都会从卡组中随机发放一些牌,玩家要做的便是查阅牌面效果,然后运用操作将收益最大化,比如给能够多次触发的卡牌盖上印章、用特定卡牌再次激活印章等。 游戏同样拥有倍率和能够提升倍率的“符号”,随着牌组的成型,每个回合都将能打出高额分数,入门后爽快度很足。 不过本作相比于直观的扑克牌,其不尽相同的牌面效果加上包装后的文字,初次游玩还是很“费劲”的。 游戏针对这一点加入了相当细致的教程指引,跟随其便能快速上手。 总的来说,《烟之书》是一次对于《小丑牌》那样的以倍率和卡组搭配充分游戏的良好借鉴,游戏设计精良,大量新机制新效果等着玩家去探索,喜欢Rogue卡牌游戏的玩家可以一试。 [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]
在个人的阅历里,一般情况下将卡牌、构筑、肉鸽集中元素堆放在一起的游戏,都是类《杀戮尖塔》一般,通过构筑的牌组来进行战斗,爬塔的形式。不过《烟之书》确实一款另类牌组构筑之作! 一般来说,游戏非得有对抗、有战斗才有意思。而《烟之书》却是打破了这样的常规,用一种非常寻常的动作——“翻书”作为构筑的基础来设计出这样一款挺有意思的游戏。 正如前面所说,这是一款卡牌构筑肉鸽游戏,名为《烟之书》,但我认为它应该叫做《迷雾之书》,不仅是单词mist的直译,而且其中“迷雾悄然”的这个迷雾牌组属于是最基础的构筑卡牌,如“书之烟”,它就没有其它效果,牌面所写的数量就是页数。本作由Dehist Games制作与发行。 书嘛,就是用很多份“页数”来堆叠后装订成册,裹上封面而成书的。这个游戏的玩法就是在规定的回合数里,将自己的手牌打出去,凑够规定的页数就可以通关。也就是说,每一张牌面,就代表着几页书页,基础牌的话就只有书页,效果牌则还有其它附加值。正如前面所说的迷雾牌组就属于是较为基础的牌组,最基本的书页牌就是在这套牌组里。而其它的牌组,各有各的特色,或许牌面并没有增加页数的功能,却有着不同的效果可以使基础牌获得增益效果。除了牌组本身以外,还有作为书籍里常见的“印章”、“符号”、“书签”等辅助道具,让玩家更容易通关! 游戏还设定了排行榜,看看谁翻书翻的多! 《烟之书》打破了常规的设计思路,当然核心玩法还是差不多的,就是把一个怪物的“血量”转换成了“书页”,玩家需要堆出那么多的“输出量”了,才能击败这个怪物,而后通关。只不过这个怪物不会搓招,因此我也不需要“防御”、“回血”。 即便没有战斗机制,却也内容丰富,不失有趣! [table][td][b]欢迎关注我们 [/b][url=https://store.steampowered.com/curator/10591434/]突突突发糖辣![/url] [/td][/table]
游戏性感觉还不错,但好像有一个BUG. 失败升级时,一口气多次到获取套牌的场合,游戏闪退了。 重新进游戏发现结算被取消。
[h1]《烟之书》简评[/h1] [h1]游戏玩法[/h1] (1)本作属于点数计算玩法的卡牌游戏,每一个关卡卡牌胜利目标——在规定的回合数内,通过打出手牌,让翻动的书页达到一定数量。 (2)游戏中玩家以书籍的章节形式作为关卡,翻动书籍的一页页纸张来完成章节目标。 (3)章节开始时,会出可选书签,书签包含挑战、奖励两部分,在本局游戏中增加指定的挑战内容,可以获得对应挑战的奖励,可以根据需要,选择不同的书签效果。 (4)每回合开始,随机从卡组中抽出一定数量的卡牌,这些卡牌将按照从左到右的顺序,全部打出到桌面上。 (5)在卡牌打出前,玩家可以消耗调整点数,调整卡牌左右顺序,或者对卡牌使用凝滞,保留手牌不打到桌面上,调整点数相当有限,每回合只恢复2点。 (6)玩家还可以主动激活印章对卡牌加持效果,印章分为一次性和永久性两类,一次性印章使用后销毁,永久性印章使用后需要使用“鸣金”卡牌重新激活使用次数。 (7)桌面上的卡牌,根据不同卡牌的词条,计算本回合的翻书页数,并会根据符号等其它形式提升翻页倍率,进行计算本回合的总翻页页数。 (8)每回合结束后,可以从随机卡牌中挑选一张卡牌加入手牌最左端,也可以跳过不选卡牌。 (9)成功完成章节目标后,章节关卡胜利,获得金币奖励,并进入到商店页面,进行购买卡牌、奖励包、印章、符号,以及摧毁卡牌等消费行为。 [h1]策略属性[/h1] 本作依旧采用很常见的闯关模式来进行卡牌游戏,闯关的机制也没特别大的出入,不过,换了一个书籍章节的形式,倒是别有新意。游戏的玩法本身的策略内容,主要为两个方面——出牌计数和卡牌构筑。 出牌计数很简单,如何根据随机手牌中卡牌牌面的词条效果,利用有限的排序次数,来调整手中的卡牌顺序,让每一个回合的翻页数值达到最大化,其实这就是一个类似于“24点”的计算规则,是需要玩家进行简单的计算算数。 卡牌游戏中的卡牌构筑,在本作中则同样围绕着计数这一规则来展开。通过词牌效果之间的关联性,让翻牌的页数的计算过程,产生一种链式的叠加效应。最简单的例子,两张卡牌的效果分别都是对最左边的一张卡牌A翻页数量(初始翻页书为X)产生作用,其中一张B为翻页数量+1,另外一张C为再翻一次卡牌,那么就会有以下集中排序操作:卡牌A移到B和C右侧,B和C效果不作用于A,A卡翻页数量为X;卡牌B在C左侧,A卡翻页数量为(X+1)*2。这还只是最简单的计算内容。 在游戏玩法、卡牌构筑、印章激活、符号被动这么四个要素的组合之下,玩家对于一次出牌的页数计算,是真的看不到上限,这其中包括了单次出牌的数量、单张卡牌翻动的数值、单次出牌翻动页数数量等等。只有玩家想不到的,没有数据达不到的。在这款游戏中,想尽办法凹数值,一次次突破极限绝对是可能的。 [h1]综合评价[/h1] 本作将翻书这么一个常见的过程,设计成一款点数计算玩法的卡牌策略游戏,无论是游戏的题材还是玩法都是比较新颖的。作为卡牌游戏,其策略性也是非常的不错。围绕着计算这一核心玩法,将各个卡牌之间的词条效果,合理的通过卡组构筑和手牌排序的形式,将出牌的效率最大化,这个过程确实非常有趣,感兴趣的真可以试试。 [quote] 执笔勾墨色,挥毫著文章;阳春布德泽,璞玉生光辉 欢迎关注[url=https://store.steampowered.com/curator/44174077/]吟遊诗人的手札[/url],书游戏特色,写游戏魅力 [/quote]
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