They contain powerful abilities for the strategic maps and battles

Aug 7, 2013 17:31 GMT  ·  By

I loved card games when I was a kid and lacked access to a computer and spent hours upon hours with my parents and their friends trying out a variety of classics; one of my regrets is never getting into bridge.

Divinity: Dragon Commander is a game of many aspects, but cards really stand out for me because they are important to a successful strategy, especially for the player who is willing to invest in the buildings that generate them.

I first focused on military might in Divinity, using armies to try and dominate the battlefield and my dragon as a force multiplier in the most important battles.

Then, I got some playtime with one of the developers at Larian Studios and I saw how easy it was to stop whole armies in their tracks by simply using one card, easily obtained and replenished.

He used one of the more rare abilities he got from a special card cash store to double the movement points of his Transports, which allowed him to simply bypass a defensive line I though hard to get through and attack my capital area directly.

He then deployed a host of mercenaries to make sure that he had a numerical advantage when the real-time battle started.

As if that were not bad enough, my opponent, much more experienced than me, played another card to make sure that my troopers moved slow enough to become pretty much useless in battle.

I tried to adapt my strategy to his card play, building other units and bringing in a few mercenaries of my own.

But the battle was lost before it actually began and I lost my capital and the game shortly after that.

Since then, I place much more emphasis on cards in Divinity and their potential surprise uses.