Tag Archives: Puzzle Strike

Puzzle Strike, or beating up each other, Dominion-style

In a deck building game, the player all start with the same, small deck and, through the play of cards, add or remove cards from their deck, honing them so that they can become more powerful. In a way, it’s like tuning a car or perfecting a snippet of code or optimizing an economic engine. And it is exactly that idea (draw a hand of cards, use the cards to get more cards, shuffle and draw) that makes them interesting. How do you make something that does exactly what you want before you opponent does it? Can you really add that one more card or will your deck collapse in a mess?

Puzzle Strike

Puzzle Strike

Being a relatively new game mechanic means that there is a lot of space for games to innovate and for the most part, all the new deck builders have tried new twists and turns, but all seem to miss something, at least as far as I’m concerned and that is some fast, direct interaction with your opponent. This is the aspect that Puzzle Strike strives to improve and does so beautifully by turning the deck building genre into a highly competitive experience.

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Session report: Keyflower and Puzzle Strike

Keyflower

Keyflower

I had the chance to play twice this week and in both sessions, I revisited games that I had played recently, namely Keyflower and Puzzle Strike. Both titles got stuck in my head the first time I had a chance to bring them to the table and this, for very different reasons. One is a very thinky game where you need to adapt to what is available at the moment, the other is more of an optimization game where you need to build up your deck in order to beat up the other player.

Puzzle Strike

Puzzle Strike

Part of the reasons has to do with how little downtime there is in both games once you know how the systems work. Neither of them have very complex systems, but the decision space and the consequence of these decisions can be quite complex and have very deep ramifications, and this for different reasons.

 

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