You’ll find stickers as you play that you can put on your cards to make them better. Not just the decks the actual cards and even the rules of the game itself change. What’s really different from other CCGs, though, is that the cards and the game are customizable. Play is quick and tense - by the end of Cardpocalypse it isn’t unusual for games to only last three or four turns, so every move counts. Between that and the increasing food, there’s a natural escalation as the match goes on. However, unlike Hearthstone, your leader also has a more powerful Mega form that it enters when you get down to 15 life. There are cards you can set down for a single food that will trigger when certain conditions are met, and your main goal is to attack your opponent’s hero enough to bring its life down to zero. The game’s signature CCG plays a bit like a pared-down Hearthstone: decks are 20 cards each, you have a leader with 30 life and a special ability, and each turn your resource maximum (food, in this case) goes up by one. However, in the end it all comes back to Mega Mutant Power Pets. There’s also a simple point-and-click investigation mechanic and a very rudimentary friendship system. It helps flesh out the world, but it also lets you acquire more cards. You can go straight for the main quest if you want, but there are a ton of side missions you can do before ending each day if you’re in the mood. There’s a heavy social aspect to the game, as many of the NPCs will have quests for you to do or conversations to navigate. The core gameplay mechanic is the in-game CCG, but there’s more going on here than just throwing down. You know what that means: time to save the world.
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