Official, Myths of Runeterra, i Riot's new card game, available on iOS and Android. It is a proposal to stand out in the hands of the creators of League of Legends. We've been able to test the game since before it was introduced, so we'll give you some impressions after playing on Android for a while.
Let's take a look at how this proposal came about hit the CCG range (Games of the Cardctible Card), instead of rivals such as Blizzard & # 39; s Hearthstone, Valve & # 39; s Artifact or The Old scroll: Legends.
10 minutes is enough to understand everything, which is great news
Runeterra mythology is a turn-based card game where the main purpose is to destroy our enemy Nexus. We will achieve this goal by playing different cards, in order to attack the opponent and win the game. One of the unique points of LoR is that Gameplay mechanics leave some randomness aside which is usually placed on a spell or skill level, focusing on attack mechanics from a more technical point of view.
As usual for this type of game, we have a turnaround system, a certain amount of mana for each speed and different cards to play depending on the resources we have. There is an opportunity to attack with a defensive turn so when our attack cards are taken down, our goal will be to stop them. Each card enters its space and attacks its predecessor. That is to say, if they lower the 2/2 card and we have a lower price card, they will eliminate it, just the opposite. We have to take advantage of the opportunity excavation holes were uncovered, as well as using various spells and character skills to play.
Various Champions can emerge to improve their skills and help us win the game
Each character has their own unique abilities, which we can combine with other cards, boost through spells, in addition to the "emergent" mechanic, which allows promoters to either increase their attacking ability and defend or increase the skills gained to win the game
One of the best points of Legends of Runeterra is that, despite its original version, the visual phase is very careful. The animation of cards, boards and others, though with room for improvement, offers a wonderful experience.
We miss the type of free access to the safari, at least some of the early ones to get the rewards
On the menu we find different game mode options, being able to play against IA (a good option to practice, although it's unique to have a bad game mode)) are listed, a different journey and a way of teaching. Expeditions are purchased using gold and jewelrySo we would like some way to access the free trip to reap the rewards.
Like bad points, the mechanics are probably very gentle. Here we do not get your exchange and opportunity no. It's all set up in cycles, and with each round we have come up with a set of cards. The opponent places cards, defends, throws spells, attacks, manages, etc.
It's a little fighting technique, but after a few games we do it. Being slow is also beneficial the final transformation of the game. Focusing on finding the hole (and protecting our own), the final change is the combination of strong, perishable creatures, looking for maximum damage to explode the enemy link.
In short, the myth of Runeterra is said to be is a free alternative within the CCG format, with lots of movement, fun and great performance even though it was its first version. The launch of the game coincides with Pleamar's expansion, which includes new cards and content.