
A magical card game where you duel wizards using poetry. Travel a rich world, meet fellow wizards, collect cards and build a deck that will inspire enchanting prose!
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About
Verses of Enchantment is a deckbuilding card game set in an 18th century fantasy world. Travel the lands and learn magic in the form of cards from a cast of unique and diverse wizards. Become one of the greats as you weave together spells and poetry into Verses of Enchantment!
Play cards against various opponents on your quest to become a fully fledged wizard. Collect new cards by winning duels to expand your spellcraft.
Your played cards transform into poetry that can trigger various effects in newly played cards. Carefully think ahead to influence the created poetry and become a master of strategic prose.
Learn about the 5 different schools of magic dictating the world of Verses of Enchantment. Compose your deck of cards to inspire poetry to be remembered through the ages!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 37 reviews with recorded playtime.
Reviews
Chill without being boring. I like that theres some storytelling instead of being 100% about the deck&duels. Would love to see more storytelling in an update. Works great on steam deck; except the scroll bars are way too narrow and text size is small. A couple settings to adjust UI scale would be sweet
Extremely charming card game. Highly recommended unless you're a "hardcore card game snob", in which case this game might be too simple and easy for you. $19.99USD is a tad on the steep side for the amount of content in the game, but it's certainly still reasonable. if the game ever goes on sale for $7 or less, then it's a must-buy. The core gameplay mechanic is interesting and unique, but not very deep. The idea is that the card you play "influence" what poem gets written, and the poem that gets written can trigger effects on your cards during the next turn. So for example, if you play a passion card, an ego card and a nature card, then your poem will contain some number of passion words, some number of ego words and some number of nature words. Depending on how many of each of those words get generated into the poem, you might be able to play a card whose conditional trigger says something like "If the poem contains 2 nature words and an ego word, then...". The RNG of the poem was a tiny bit of a turn-off for me. I'm used to dealing with the RNG coming from my deck being shuffled, but i found it a bit frustrating that i could not exactly predict how many words of each type would appear in the poem. In fact, sometimes words of a specific type would appear in the poem even if I did not play any cards of that specific type. it seems like sometimes the poem just randomly gains word-types. This sometimes made it hard to predict what the effects of some of my cards would be on the next turn, but it was a small enough variance that it would almost never be the deciding factor in whether or not I'd win a duel. The theme of "poems = magic" is a very unique one, and everything about the game coheres well to further that theme. The one big downside is, as I mentioned above, that the gameplay is not very deep, and if you're looking for a very cerebral card game with complex interactions between cards, you may be disappointed. It's fairly straightforward to construct a deck that'll defeat almost any opponent you encounter. The only time I had to adjust my deck in response to what my opponents were doing was when the game started introduce opponents with the "shield" mechanic, at which point I had to incorporate the (sole) anti-shield card into my deck. That said, there's plenty of casual fun to be had in the four-to-six hour base campaign. And there are optional achievements for people who want to delve deeper into designing decks with constraints that make the card duels harder. For example, one of the achievements asks you to win using a deck consisting of almost all "Ego" cards, or to construct a deck based around the "distract" status effect, which forces you think harder on how to construct a deck that fits those constraints and yet is still powerful enough to win duels. For the completionists out there, there is a lot of "lore" to discover. As you walk around the map, you'll encounter other poets who will have conversations with you -- essentially one paragraph of flavor text. There are lots of hidden conditionals for when a poet will present a particular dialog, and the game uses this mechanic for optional side quests. One poet might asks you to deliver a love letter to another poet, for example. Some of these quests are very elaborate, with one poet giving a clue to visit a second poet, who then gives you a clue to visit a third poet, and so on, with the ultimate reward at the end of the chain being a very rare card. Unfortunately, this is also where my main complaint about the gameplay lies. There is a "hunger' mechanic where you have to constantly buy food to make sure you don't starve while wandering around the map. You will need to wander a lot to try to trigger all the lore dialogue and unlock all these sidequests, and so constantly stopping at towns to refill your supply of food feels like an inconvenient chore rather than interesting gameplay. The art diretion is top notch, both the graphics and the music. I really can't find any points of critiism there. The developers are also extremely active and responsive. I posted a bug I found in the Steam forums, and the devs fixed the bug and released a patch for it the very next day.
To assert that this game is fresher than a breath mint is an understatement. Both in concept and execution is this game unique. Firstly, entertaining games with poetry at their center and a high educational value are thin spread. This is the first point on which Verses of Enchantment scores tremendously. Secondly, the quality of the AI model used is exceptional, making sure that each playthrough of the game is an entirely different experience. Add to those two strengths, a game that manages to create an immersive atmosphere and you have a foolproof method to spend your evenings in a relaxing cocoon of your own making. I am looking forward to finishing the campaign mode in record speed, only to start yet again.
Whoa, what a fun game. It is completely different from games that contain a lot of violence. Beautiful intro, beautiful cards, and the poetry is also a surprising but welcome element. Congratulations to the maker, it tastes like more!
Tof spel. Wie graag gameboards speelt. Top spel. Meer strategisch dan je denkt.
Solid deckbuilding card battler with some great mechanics and a wonderful aesthetic. The AI poetry is a nice touch however the novelty of that wore off for me pretty quickly and I just started scanning it for the keywords I needed. Still quite an enjoyable experience to just sit back and chill with on a quiet day.
Lo de los poemas generados es más gimmick que otra cosa, pero el juego tiene las suficientes virtudes como para quedarte en él mucho más allá de su campaña principal. Mi nuevo pozo de horas y uno de mis juegos más representativos de mi 2023. Análisis completo en El BloJ: [url]https://elblojdeneojin.blogspot.com/2023/08/verses-of-enchantment-analisis.html[/url]
A true gem of a game. With different modes, a rich world and an atmosphere worthy of the Potterverse, what more could an avid card game player wish for? For those who've played Gwent in The Witcher and felt sorry that there was no standalone version. For those that like to build challenging card decks and lovers of poetry. For those that believe that indie developers will take over the world one day. P.S: The developer is very responsive and will definitely address any question you might have. It's definitely worth supporting this small gaming studio.
A unique concept with beautiful presentation; I can only imagine it will improve with playtest feedback to balance the gameplay. My only criticism is that, from my experience, it does not run particularly well. Hopefully it can be optimised to run on lower-end hardware in the future.
played 4 minutes and game closed itself
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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