Roguebook
By David Chapman,
Common Sense Media Reviewer
Common Sense Media Reviewers
Roguelike deckbuilder doesn't quite draw a winning hand.

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Roguebook
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What’s It About?
Explore the pages of ROGUEBOOK, the fantasy deckbuilding adventure developed in partnership with Magic: The Gathering creator, Richard Garfield. In the world of Faeria, there exists a legend of an ancient tome which became corrupted by its powerful magic, eventually gaining a dark will of its very own. Though lost to history, there are still tales of souls stumbling across the relic and vanishing, trapped forever within its pages. You soon discover that there's more this than mere myth and fairy tale as you find yourself a prisoner of the Book of Lore. Working with other lost adventurers, you must write your own story, chapter by chapter, to escape back to your world. Players must focus on teamwork and strategy, tapping into their party members' unique decks of cards and special skills, finding their synergy to take out hordes of increasingly difficult foes. As players progress and explore the realm within the Book of Lore, they will add new cards to their arsenals, discover relics with powerful magic effects, and unlock new abilities to help keep their stories going. While defeat always looms over the horizon, it's never the end. Thanks to a procedurally generated world with a near infinite well of opportunities, each attempt only adds to your saga.
Is It Any Good?
If you're designing a deckbuilding video game, you get help from Richard Garfield, creator of one of the legendary collectible card games of all time, Magic: The Gathering. Add to that the folks behind the Faeria virtual board game, and on paper, Roguebook looks like it has the pedigree to be a breakout hit in the deckbuilding game genre. Unfortunately, while it might have all the pieces in place to be amazing, it never quite lives up to that potential. That's not to say the game is terrible or that it doesn't have its high points. But it just can't seem to rise beyond a level of monotony and mediocrity.
The problem with Roguebook is that it doesn't seem to know what it wants to be. It's one part card game, one part board game, one part roguelike role-playing, and the rest just filled in with whatever it can. The deckbuilding aspect encourages players to collect and use as many cards as possible. The larger a player's deck, the more abilities their characters can use. The downside of this is that deck quickly become unwieldy, forcing players to rely more on the luck of the draw as opposed to any actual strategy. The board game and roguelike portions cancel each other out, encouraging players to explore every nook and cranny of each chapter on the one hand, but resetting all of that with a completely different procedurally generated board every time the player restarts. And while the game has an absolutely gorgeous and colorful look, the story's confusing at best and paper thin at worst. It all makes Roguebook a "novel" adventure at first, but one likely to collect dust on the shelf soon after.
Talk to Your Kids About ...
Families can talk about violence in video games. Is the impact of the violence in Roguebook affected by the fact that you're essentially playing a card game instead of an extremely realistic video game? Would the impact be intensified if the game had more blood or gore? How can things like art style, genre, and other factors affect the way that violence is presented in games?
What are some of the advantages that card and board games have over video games? How do these types of games translate from the real world to a virtual setting?
Game Details
- Platforms: Nintendo Switch, PlayStation 4, PlayStation 5, Windows, Xbox One, Xbox Series X/S
- Pricing structure: Paid
- Available online?: Available online
- Publisher: Nacon
- Release date: June 17, 2021
- Genre: Role-Playing
- Topics: Magic and Fantasy, Adventures, Monsters, Ghosts, and Vampires
- ESRB rating: NR for No Descriptions
- Last updated: June 14, 2021
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