
All three stories feel very different, but together paint a great picture of the factions, people, and struggles that tie the world together. Smith, the black sheep of a wealthy family, aims to collect an inheritance he was never promised by bolstering his fame despite his heelish personality. Rook is a former military agent specializing in espionage who works both sides of the conflict in the Grout Bog – just like he works his trademark lucky coin.

Sal seeks revenge against someone who sold her into indentured labor in Murder Bay.
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Griftlands’ three distinct campaigns are full of meaningful content, each following a unique character in different areas of the harsh continent of Havaria. I found it a little overwhelming at first to learn a second set of card mechanics, but ultimately I found the flavor and execution of the negotiation system to be excellent. Losing a negotiation may lead to a physical confrontation, but talking things through can avoid some confrontations or provide buffs during street fights, so it’s usually worth a shot. Failing a negotiation doesn’t end the game, so negotiations present a complex, fun, and low-risk solution to some problems. These additional arguments stand separate from your core argument and must be defended as if they were allies in battle. Side arguments have various effects on the discussion, giving benefits to yourself or hindering the opponent. Your goal is to reduce the resolve of your opponent’s core argument. These debates are triggered when trying to get information, pushing for a few more shills on a completed job, or to demoralize an opponent before a real fight.

Additionally, I appreciate being able to navigate conflicts without always resorting to violent tactics. I love seeing my conversations represented through game mechanics rather than the typical dialog tree. Negotiations, on the other hand, are my favorite part of the game. Adding this combat puzzle to encounters wonderfully extends agency into a system easily boiled down to kill or be killed and helped add additional stakes to each encounter. I enjoyed maintaining the delicate balance of keeping foes alive while dispatching of their cohorts to keep my character’s standing in the world as pristine as possible.

Killing an enemy rewards you with cards to add to your deck, but their death makes the public aware of your pension for violence and can turn a victim’s friend into an enemy. This clever system gives you a powerful and intriguing choice to spare or execute your foes, though accidents happen, and people can die regardless of your intentions. Sentient enemies and allies have panic points and surrender once their health drops below a certain threshold. These augmentation cards do everything from apply damage over time to increase the power of other attacks and they do a great job adding strategic depth to the action. Battles are straight forward physical fights where you use attack, defense, and augmentation cards to defeat the opposing force.

However, the combat and negotiation systems both have bespoke decks and mechanics. The bulk of Griftlands’ action revolves around card slinging during heated negotiations and battles. Griftlands presents a mostly satisfying narrative while scratching my itch for complex deck building roguelikes. Klei Entertainment’s card battler sounds similar to games like Slay the Spire, but the differentiator is an interconnected world full of characters and factions where your actions and relationships actually matter. Your tools to survive are shuffled into decks of cards that grow and evolve through the course of the adventure. Griftlands is a deck building game set on a cutthroat alien planet where conflicts require either a sharp dagger or sharper wit.
