
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!
Genres
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
Duel Wizard and win cards. Upgrade your deck. Enjoy the art, music and sound effects.
Selecting the right cards produces a unique poem. As some cards have better effects depending on the words occurring in your previous poem, tactical thinking is needed. All in all a unique game with beautiful ambience music and lovely art work. Already looking forward to the next game of Nachtvlam!
I think this game is pretty nifty.
Very boring, and the poetry gimmick is largely pointless
Verses of Enchantment is a really creative and insteresting card game. It lacks of few things: other languages translations; more content; more strategetic ways to battle (why do we see oponnent's cards? why can't we choose to not use 3 cards, and maybe get a "penalty" by that but keeping an important card in your hands); more oponnents for chapter. I recommend the game but buy on sale.
muy buen juego de cartas lo podría catalogar como fantasía medieval oscura el apartado artístico 10/10 buen uso de la IA, y el gameplay es muy divertido
Premise: In a world where magic is easily observable and channeled by the power of poetry, the magicians of the world have gotten it in their heads that only those of magical bloodlines can truly harness the power of magic. This world of high class syndicalist snobbery is threatened when a scholar of poetry discovers that the magic of meter is latent in every human and only requires a will to create to bring this out. Presumably, he discovered this by handing a hooked on phonics box set to a local coal miner at the ripe old age of 12. Threatened by the rapacious and scandalous notion that basic literacy could improve the lives of the general populace, the academics and nobles of high society do what they do best and ostracize the young scholar. Under threat of making him read the complete works of William McGonagall should he ever return. Having heard far too many stories of people eating their own feet to distract from the pain of a scansion measured in wingdigs, the scholar acquiesces to the threats and lives a life off the grid - settling down with his wife on a small bit of farmland, and raising his daughter for revenge with poetry. Oh no - my wallet's too small for my 50s and my diamond shoes are too tight. I know I just described a fairly typical modern day conspiracy theorist. The magicking isn't even the unrealistic part - it is the notion that high society wouldn't stage an elaborate pencil sharpening accident. I fully expect such a man would be found slumped in his study - his jerkin punctured in 32 places. The cause of death: lead poisoning. Suicide, naturally. Eventually the young poetess comes of age and sets off to see the world and upset the status quo and beg for money on the street - shaking down all the local poets for their yugioh cards and pocket change. Poets in this world are immensely powerful magicians that use words of wit to cause internal hemorrhaging, manufacture Ulcerative Colitis, and instill bouts of seasonal depression. I like to imagine the little sword animation that plays every time you do damage is what a terminally online social media user feels when I call them an idiot and get blocked for my trouble. I'm an anti-social menace and generally violent man - worse than Al Capone or Machine Gun Kelly. I am the reason the EU sends the feds to your house if you insult a public figure and my reign of terror shall never end. Gameplay: The game has three modes, pvp (three guesses what that entails), the gauntlet - a bossrush where you alter your deck between rounds based on boosters packs, and the main campaign. And If I am being honest, there should probably ONLY be the campaign. Pvp only really works if you have a dedicated audience and since I'm 90% sure I'm the only guy to make fan art of this game, that should answer your question as to if it was worth development costs. But if Pvp was a waste of time, the gauntlet has taken father time's walking stick and beat him to a pulp. Which is my way of saying: The game design does not favor this style of play, as it requires coming up with a good deck and hoping - or praying - that you don't get an opponent that hard counters you. As it adds nothing new, it is just the fights of the campaign stuffed into a tiny elevator. And playing cards in an elevator packed with geriatric aristocrats is exactly as fun as it sounds. The campaign maps is set up in chapters and you are expected to move across the map and visit various cities. Stop by local villages and run down any poet you see, harassing them until they yield to a duel, and then bully them with mean words until they cry. The game expects you to bump into poets on the map and meet them multiple times, but I play this game like a chimpanzee and just kind of passively aggressively stalk poets around the map. You know how debate me bros have a reputation of being overbearing? I'm a poetry bro. I literally follow every poet around the map until they have listen to me recite Old Possum's Book of Practical Cats and I have deprived them of every card they have to offer. As a result I wound up unlocking the 6th chapter while I was still in the 3rd. The game does have a money and food system - meant to keep your health topped off while you travel and buy cards from nearby academies. And while I engaged with this system like the good boy I am - paying my taxes through grand larceny - it is entirely viable to go through the game like a wastrel and never taking any money as a winning. Just constantly camp in cities, beg for food, and then beat the crap out of the poor sap that just gave you his pocket change - effectively giving this world a taste of what it's like to live in downtown LA. The card system makes an attempt at balance the way an elephant on large steel frame and rubber coated ball might - that is to say: poorly. I had mentioned pvp earlier and I find this may have been a big reason why. If you are designing a card game around PvP, it is going to influence how the pve experience goes as well. The problem is that pve systems and pvp systems get their fun in different ways. Systems designed around pvp depends on the unpredictability of the two players in a game of tug o war. It is two humans testing how they can break a shared rulebook over the opponent's head. Pve often works on asymmetry. The AI can do things you can't and you can do things the AI can't. The fun comes from how a computer system and a human system intermingle. Where balance makes for fair matches in pvp, balance in pve makes for a bed time story. This works out, as the devs suck at balancing - so task failed successfully. Slay the spire is a PVE card game and beloved for how broken it is. If you attempted to balance the cards in PVE and and PVP simultaneously, you would have a blood thirsty nerd herd outside your door. I have put it off until now, but the game does use generative AI for the in-battle poems. Why didn't I mention that sooner? Honestly, because it doesn't really come to much. During battle, the cards you select alter how the poems are structured... but the poems only mechanical effects are rooted in the key words they use. Which doesn't exactly require the Shakespeare 9000 to function. And a reality of our present environment is that if you add generative AI to you game, people will typically look on it with suspicion. Honestly, I don't have a moral stance on other people using it in their creation, only economic objections to finding an AI in my soup. I don't go to a restaurant to buy microwave dino nuggies. Why is this important? Simply put - scarcity is a driver of value. AI is an infinite source of digital assets. As such, if there is no scarcity, the value of any given asset that is generated by AI is immediately depreciated. Stack this on top of a game that is already using artwork in the public domain and the value proposition is immediately hurt. That means that the devs added AI to their title to furnish a feature that adds nothing mechanical to the game on its own and whom most players will skip over around the tenth duel. Development time and resources spent on something that amounts to a random number generator that some people thinks is trying to summon electronic Satan. All of this means is that you've taken a hit to your reputation for not much benefit. What I am about to say isn't even a critique, but a small part the dev's heart is going to wilt and die when I say this aloud. I apologize in advance. The 90% artwork is public domain. The titular verses of enchantment are all AI generated. Two of the three modes are underdeveloped. The campaign takes at most 13 hours to complete 100% - requiring multiple battles with the same poets. And you are charging 20 bucks for it. Do I recommend this game? On sale, yes. I can't recommend anyone pay more than 10 bucks for this - though 5 is much more fair. Game gets a C+
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Concurrent players on Steam, sampled daily since tracking started.
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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