The key is to build a deck with solid synergies and manage your characters' health through the battles so that you not only defeat the opponent before you, but have enough left in the tank to tackle future challenges as well. Loot is earned along the way in the forms of currencies, new cards, and even special items that can drastically alter gameplay. Minions give way to bosses as checkpoints to cross into greater levels. Once the deck is exhausted it reshuffles and draws through again. Each round draws a set number of cards and has a set number of maximum points to play those cards. Attacks, defenses, and special actions are are performed from playing cards. Battles are won by depleting the hit points of the opponents (before they deplete yours). The game plays out as a series of battles. The mechanics of this type are simple enough. I think with RogueBook we're finally starting to cross over squarely into the establishment of a proper genre of games, and it is one I couldn't be happier about. SteamWorld Quest: Hand of Gilgamesh certainly rings the same tune but with more RPG elements than roguelike ones. There have certainly been other games that brushed Slay the Spire's mechanics and have offered experiences adjacent to it. Whatever it is, I have been a huge fan ever since I went down the rabbit hole with the the seminal entrant into this style - Slay the Spire. Roguelike deck builder I suppose comes closest. I'm not sure if we really even have a proper title for this genre of game.
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