We will take on the role of a forgotten hero with the only aim of saving the Empire, under the control of a wicked elf named Naarifin. Narratively, the commitment made was greater than we could imagine with cutscene well-suited to interrupting the matches, but unfortunately in practice this stage largely covered the role of great tutorials to learn the game mechanics best.
The games are spun off one after the other, each with a growing number of cards and new attributes so that the player is accustomed to the different dynamics. If at first this turned out to be an agile method to gain confidence with TES Legends, in short it was a bit constrained, going to relax more only towards the final stages, with games a bit more fun and challenging. Various shots have then entered the various standard bundles available, each with its peculiarities. To mak
e this first stage of gaming experience more interesting, there were two notable elements, which among other things highlighted the potential of the gameplay of The Elder Scrolls Legends: the first is the formation of bunches by combining two types of cards and the second is the dynamism of the two-wedge playing field that can offer a variety of really intriguing and sometimes
different mechanisms, of which we will talk a little further. It is also interesting to associate the moral choices of the story with the evolution of particular cards, although gameplay needs have been increasingly burdened with those of
narrative.
A well defined structure
In addition to a qualitative division of the cards (common, rare, epic and legendary) TES Legendsoffers a qualitative distinction of attributes: strength, intelligence, willpower, agility, endurance, and neutral. This latter aspect is strongly linke
d to bachelor creation mechanisms, which can contain from a minimum of 50 to a maximum of 70 cards and only belong to at most three of these attributes, with the neutral always mandatory, so in essence only two characterizing. Each att
ribute has peculiarities that affect the capabilities of its cards: strength leverages numerous characters, while intelligence is so many “spells” and invocations, willpower is based on cardboard strengthening mechanisms, but agility is dominated by so many cards at a cost low, finally endurance revolves around mechanics that express themselves be
st in the late-game with high cost but just as much fire power.It’s important to be able to find combinations that can win winning games both in the initial stages and in the late-game or otherwise push all their strength in the initial stages, with quick and lethal bats that in a few turns can really sweep away the opponent. Striking everything about resistance unfortunately in TES Legends seems not to pay, especially because of some intrinsic property of
the game, useful enough to balance mid-game as well as pave the way for a secure victory or a certain defeat from the beginning, and unfortunately make some games a bit too draft-based. It’s a continuous gravitational motion
Players have 30 health points, each turn gets a Magicka point up to a maximum of 12, and there are five cards, including fishing each time you reach certain health points (25, 20, 15, 10 and 5 ). If, with this type of catch, we had to find a card with the attribute of prophecy (one of many of the game) then we could play it totally free: a lucky fly can really change the destiny of a
game. Even the three optional magicka for those who start second may help those who are in trouble, but sometimes make the gap between two players even deeper. We find the great revolutions of TES Legends on these spigols, namely the management of the playing field, divided into two parts (each of max 4 units): one main and the other “shadow”, where you can hide the cards for one round so that they can not be targeted ‘opponent.
Apart from this, membership of a unit to a part of the field does not allow them to attack them from the other, except with powers and spells, by re-evaluating the concept of direct attack; for example, a stalemate on one side can be solved with a spell on the other and the same drives with Guard, the attribute that covers the enemy attacks the hero, have effect in one.
There are ONGOING cards, ie they create a lasting effect on the battlefield or provide multiple uses, these also help organize the preparation phase and endure better the opponent’s thrusts: have a good strategy, which must be different depending on the deck you are using, can surely help you stem the surprises, from what you’ve always seen a lot.