Info about Hand of Fate : Wildcards:

Official game description:
Welcome to the Wildcards update for Hand of Fate. This update adds different Fates that you can select in order to change the way the game plays. Each Fate provides different modifiers to play, and allows you to play any or all of the game with a new Fate and a new ruleset.  
Each Fate has its own custom chain of encounters, and its own potential rewards, along with new Achievements.  
Will you take on the challenge of the Alchemist, and be bound by Iron Hunger? Take the Fate of the Monk, and his Holy Quest? Or be struck by the Curse of the Lion Prince?  
This DLC includes :  
\- 9 new Fates for players : Shadow Agent, Iron Hunger, Nomad, Curse of the Lion Prince, Explorer's Gift, Merchant's Guard, Hoarder's Desire, Monk, Soldier's Training.  
\- 9 new Encounter chains.  
\- 9 new Items

Release date: Apr 17, 2015

Categories: Deckbuilding, Roguelike, Action RPG, Dungeon Crawler, Card-based Gameplay, Real-time Combat


- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $10.00 - $20.00
  - Reasoning: The reviews are primarily about add-on value rather than a stated base-game price, so they only indirectly support a fair base-game estimate. They show price sensitivity and willingness to pay when the base game is enjoyable and content is substantial, but no dollar amount for the base game is provided. This supports a broad, moderate indie-style fair price range rather than a premium one, with low confidence.
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: N/A
  - Session length: N/A
  - Endgame: N/A
  - Reasoning: The reviews mention completing the main game, a 13-round story structure, and early DLC value, but none provide an explicit number of hours. Comments about replayability, challenges, and unlocking cards are qualitative and cannot be converted into reliable hour estimates. Therefore gameCompletion, storyCompletion, sessionLength, and endgame are all unsupported and set to null.
- Time-to-fun: No data
- Player Archetypes:
  - Base-Game Loyalist (buy)
    - Motivation: To continue playing a base game they already like with more content.
    - Playstyle: Treats the DLC as a direct extension of the main game and values familiar systems over novelty.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Mechanics Tinkerer (buy)
    - Motivation: To explore new classes, difficulty modes, and mechanical interactions.
    - Playstyle: Experiments with class options and balance-affecting cards, looking for new rule variants and useful synergies.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Grind-Weary Roguelike Veteran (no buy)
    - Motivation: To find meaningful challenge and reward without repetitive unlocking.
    - Playstyle: Pushes through difficult roguelike content and full unlocks but disengages when progression feels grindy or unrewarding.
    - Experience: veteran
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: N/A
  - Bug-Averse Loyal Fan (no buy)
    - Motivation: To enjoy more content for a game they already like without technical defects.
    - Playstyle: Approaches the DLC as a continuation of the base game but expects it to work reliably.
    - Experience: familiar
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Excellent value and fun DLC (weight 0.97): Many reviewers praise the DLC as fun, interesting, and worth its price, adding substantial replayability. It is considered a must-have for fans of the base game due to the amount of content for the cost.
- New Fate cards add variety (weight 0.91): The 9 new Fate cards introduce distinct playstyles, each with unique conditions, rules, and equipment. This significantly increases gameplay variety and replayability.
- Enhanced replayability and new modes (weight 0.89): The DLC increases replayability through new game modes, rule changes, and endless mode improvements. It adds many hours of content and fresh challenges.
- Classes with unique quests and abilities (weight 0.73): Each class has its own quest chain, special attributes, and trade-offs, encouraging different strategies. Completing quests unlocks cards usable by other classes, adding depth.
- New cards and equipment (weight 0.48): The expansion introduces new adventure cards, artifact cards, and equipment (like helmets for each Fate card), enriching deck-building and strategy.
- Base game remains solid (weight 0.47): Reviewers praise the base game as replayable, interesting, and fun, with good combat and a unique card-action mix. The DLC builds upon this strong foundation.
- New Fates change core strategy (weight 0.36): The addition of new Fates changes the core game strategy enough to make it feel fresh again after numerous updates, enhancing choices and strategies.
- Adventurer mode is overpowered (weight 0.33): The Adventurer class and Explorer fate can become very powerful, with abilities like jumping to heal without food or making food buff cards unnecessary, leading to a musou-style power fantasy.
- Russian translation available (weight 0.31): Despite store listing, the DLC is fully translated into Russian except for voice-over, which does not hinder enjoyment. French and Spanish translations are also noted.
- Luck-dependent but manageable (weight 0.3): Good observation skills can help mitigate the luck-dependent nature of card draws, and the game offers ways to build decks strategically.
- Apprentice mode aids newcomers (weight 0.28): The Apprentice Fate provides an easier mode for newcomers and those struggling with action gameplay, helping them learn quickly. It is considered the most enjoyable option by some.
- Rules can be swapped or modified (weight 0.27): New general rules can replace classic difficulties, and some rules make the experience totally different, adding freshness and challenge.
- Challenging quest chains (weight 0.26): Added quest chains are short but challenging, providing satisfying goals. Some classes like Prince Lion withstand infinite mode better.
- Ring combinations add strategy (weight 0.25): Rings like Hindsight and Supreme grant bonuses such as seeing all encounters or earning gold, enabling satisfying plays and deeper strategy.
- Characters have unique playstyles and trade-offs (weight 0.2): Each character has its own playstyle with strengths and weaknesses, such as starting with 40 HP but gaining max HP per kill, or being good in combat but harder at card shuffling. Proper control allows maximizing strengths.
- Specific class balance issues (weight 0.19): Some classes have trade-offs, such as the Monk destroying undead but unable to amass wealth, or the Lion King being necessary for the final level. These create unique strategic considerations.
- DLC adds early value (weight 0.18): The DLC starts showing its value very early, by the second stage, and provides useful options in desperate situations.
- Solo play is calming and relaxing (weight 0.17): Playing this adventure game solo is described as calming and relaxing, with original and refreshing elements.
- Can switch back to default class (weight 0.17): Players can easily switch back to the default class if they do not want to play the special classes, ensuring flexibility.

Common complaints:
- DLC adds little value (weight 0.63): Players feel the DLC contributes almost nothing of worth and is largely unnecessary. It does not meaningfully improve or expand the base game.
- Numerous bugs and glitches (weight 0.48): Players report bugs ranging from graphical glitches to game-breaking issues. Some mechanics do not work as intended, making the game feel like an alpha or beta.
- Excessive grinding required (weight 0.44): Unlocking all encounter and equipment cards is described as a long, dull grind. High token restrictions and achievements artificially extend playtime.
- Luck dominates gameplay (weight 0.36): The game is extremely dependent on luck, sometimes leading to unwinnable situations or endless restart cycles. Bad hands and random events heavily influence outcomes.
- Explorer class is overpowered (weight 0.36): The Explorer can heal without needing food, making it too strong and rendering other characters useless. Its abilities break game balance.
- Fates add little excitement (weight 0.34): None of the new classes or Fates are particularly exciting. The new destinies do not overturn the game's fundamentally unimpressive gameplay.
- Tedious, luck-based challenges (weight 0.29): The DLC's challenges are seen as tedious and luck-based, feeling like annoying chores. Even fans of roguelikes find them frustrating.
- New classes poorly balanced (weight 0.29): The unique mechanics of the DLC's classes are poorly balanced with the procedural generation system. Some classes vary wildly in difficulty and can cause unwinnable scenarios.
- Incomplete French localization (weight 0.28): The French localization of the DLC is incomplete, with content remaining in English while the base game is fully translated. This ruins immersion for French players.
- DLC cards are useless (weight 0.22): Reviewers state that no card from the DLC is useful enough to include in a regular deck. The new cards feel like filler.
- Iron Eater quest issues (weight 0.21): The Iron Eater class changes rules in an irritating way and its quest often does not appear even with enough iron ore due to excessive requirements. The reward is not worth the effort.
- DLC scenarios lazy and half-assed (weight 0.2): The additional scenarios are seen as lazy and half-assed. Only a few of the new Fates have scenarios with actual stories and gameplay changes.
- No new game modes (weight 0.2): The DLC artificially lengthens the game but adds no new modes. It only reinforces grinding without fixing the game's core weaknesses.
- Base encounters unchanged (weight 0.2): Original base-game encounters do not play out differently with certain classes. The DLC does not integrate well with existing content.
- Combat too easy and unpolished (weight 0.2): Combat difficulty is a bit too easy, and the combat system is not as perfected as some would like. It lacks challenge and refinement.
- Class abilities are basic tweaks (weight 0.2): Class abilities mostly feel like basic value tweaks, such as 40% slower card speed but 40% less damage. They are not exciting or transformative.
- Skipping DLC loses nothing (weight 0.2): Skipping the DLC means missing nothing significant. The content is not essential and does not enhance the experience.
- Typos and cosmetic issues (weight 0.18): There are minor typos in quest text and cosmetic glitches that remain unfixed. These do not break the game but are noticeable.
- Warrior trials blocked by curse (weight 0.12): A curse that prevents the last enemy from being countered can make it impossible to complete warrior trials requiring countering all enemies. This is a frustrating bug.
- Token powers mediocre (weight 0.12): Challenges to unlock tokens for special cards are not very important and give mediocre powers. They feel unrewarding.

Gameplay feedback:
- New Fates and destinies (weight 0.56): The DLC adds new destinies or Fates, each with different conditions and unique bonuses. These Fates modify the starting character and provide specific weaknesses and strengths.
- DLC adds new cards and equipment (weight 0.5): The DLC introduces encounter cards, equipment cards, and artifact cards, expanding the deck-building options. These new cards are unlocked through grinding and add variety to gameplay.
- New modes and challenges (weight 0.42): The DLC adds new game modes, challenges, events, and objects, enhancing replayability. It also introduces an easier mode and content for Endless mode.
- New classes with unique mechanics (weight 0.37): The DLC introduces new classes that change rules for and against the player, each with unique mechanics. These classes offer buffs and debuffs, altering gameplay balance.
- Nine new Fates and class choices (weight 0.37): The DLC adds nine new Fates or class choices, each with different special attributes. These are playable classes that can be selected before starting a new game.
- About eight classes with quest chains (weight 0.3): The DLC adds around eight classes, each with its own unique quest chain. Classes have individual questlines and mandatory resources.
- Unique character abilities and playstyles (weight 0.29): Characters have unique abilities that can change playstyle, and can be optimized. They have differing power levels and unique playstyles.
- Fate cards as class system (weight 0.29): Fate cards function like a traditional roguelike class system, adding different decks and event chains to the game. Each fate card has one event chain.
- Heavily luck-based gameplay (weight 0.28): The game is heavily luck-based, with player experience varying extremely based on luck. Card RNG determines draws, and card dealing affects gameplay.
- Combat with difficulty settings (weight 0.28): The game features combat with difficulty settings. The base game has 3 difficulty levels that are essentially the main characters.
- Rule changes and token unlocks (weight 0.26): The DLC introduces rule changes and challenges to unlock tokens for special cards. Special cards give the deck helmets with mediocre powers.
- Explorer class and food interactions (weight 0.26): Includes an Explorer class/mode that interacts with food buff cards. The Explorer can avoid using food and repeatedly jump to heal.
- Class-specific advantages and weaknesses (weight 0.2): Some classes like Prince Lion withstand infinite mode better. Classes alter gameplay balance, e.g., Shadow Agent makes chance game easier but combat harder.
- Base game card and round structure (weight 0.2): The base game has 12 cards to defeat, matching the 9 class cards plus 3 default cards, with one card per boss. Story mode consists of 13 rounds, with the final round being the Dealer.
- Procedural generation and RPG elements (weight 0.2): The game has a procedural generation system for dungeons and RPG elements. It mixes card and action gameplay.
- Specific classes and quests (weight 0.2): Adds classes such as Iron Eater and Caravan Guard. There is a quest called Iron Eater that requires iron ore.
- Token restrictions and achievements (weight 0.2): Uses token restrictions and achievements. There are 9 event chains where completing an event gives a token that grants the next card in the chain.
- Standard hero sufficient for completion (weight 0.18): The game can be completed using only the standard hero. Players can still play as the default adventurer.

Performance notes:
No performancepoints

Recommendations:
- Recommended for base game fans (weight 0.56): Multiple reviewers recommend the DLC for players who already enjoy the base game. It is seen as a worthwhile addition if you like the main game.
- Safe to skip (weight 0.42): Some players feel the DLC adds nothing significant and can be skipped without losing much. Owners of the main game can safely pass on it.
- Must-have for owners (weight 0.36): Several reviewers consider the DLC a must-have for those who own the original game. It is highly recommended and seen as essential.
- Worth full price (weight 0.28): A few players state the DLC is worth buying even at full price. They find it valuable enough to justify the cost.
- Adds new ways to play (weight 0.12): One reviewer recommends the DLC for those who want to experience the game in a new way or see new facets. It offers fresh gameplay options.
- Enhances fun significantly (weight 0.12): According to one review, without this DLC you will lose a lot of the game's fun. It is considered a major enhancement.
- Worth only on deep sale (weight 0.11): One reviewer suggests the DLC is only worth getting during a deep discount sale. They do not think it justifies a full-price purchase.
- Buy bundle for savings (weight 0.11): One player recommends considering the bundle purchase. Buying the DLC together with the base game may offer better value.
- Really worth playing (weight 0.11): One player states the DLC is really worth playing. They give it a strong recommendation.
- Get first expansion (weight 0.11): One reviewer recommends purchasing this first expansion if you are already enjoying the original product. It is a logical next step for fans.
- Adventurer mode recommended (weight 0.1): One reviewer specifically recommends choosing Adventurer mode when playing the DLC. They find it the better experience.
- Good but not essential (weight 0.1): One reviewer feels the DLC is not really a must-have but still okay. It is a decent addition but not critical.
- For replaying story with changes (weight 0.1): One player advises getting the DLC only if you want to replay the story repeatedly with small changes. It is not for everyone.
- Buy for friends (weight 0.1): One reviewer suggests buying the DLC for your friends. This implies it is a good gift or multiplayer addition.

Other player notes:
- Language Support Discrepancies (weight 0.48): Several reviews mention that the DLC supports languages like Russian, Spanish, and Chinese beyond what is listed on the store page, though some content remains in English.
- New Fates and Content (weight 0.44): The DLC adds nine new Fates, event chains, and equipment cards, significantly increasing replayability and content variety.
- More Content and Replayability (weight 0.44): Reviewers note the DLC offers plenty of content, adding dozens of hours and new ways to play and challenge yourself.
- Affordable Pricing (weight 0.2): The DLC is considered cheap and is even cheaper than the soundtrack, making it a good value.
- Free for Early Access Supporters (weight 0.12): The DLC is free for players who supported the game during early access.
- Compared to Hand of Fate (weight 0.11): The DLC is seen as more of the same content compared to the base game Hand of Fate, offering familiar gameplay.
- Expansion Pack to Base Game (weight 0.11): The DLC is an expansion pack to the base game, adding new content.
- Fits Within Main Modes (weight 0.11): The nine Fate modes fit within the two main modes, Adventure and Endless, expanding gameplay options.
- Relaxing Experience (weight 0.1): Compared to online games, this game is described as much more relaxing.
- Original and Refreshing (weight 0.1): Compared to EA's games, this game is described as original and refreshing.
- Access Confusion (weight 0.09): One reviewer is unsure how the purchased DLC is accessed in the game.
- Only DLC Available (weight 0.09): Wildcards is the only DLC for Hand of Fate at the time of the review.
- Par for the Course Depth (weight 0.09): Compared to modern roguelikes, the depth of modes added is considered par for the course.

Emotions:
- Disappointment (weight 0.2): The DLC's new destinies and classes are poorly balanced and fail to improve the fundamentally unimpressive gameplay, feeling like mere mechanic variations without real stories. Numerous bugs, missing translations, and a lack of sincerity make the expansion feel weak and not worthwhile.
- Satisfaction (weight 0.14): Players appreciate the new class choices with special attributes, added quests, and class cards that expand strategic options. The DLC provides plenty of challenge and is considered a must-have, offering new modes, adventure cards, and artifact cards that enhance replayability.
- Frustration (weight 0.14): The DLC's luck-based challenges often create unwinnable scenarios due to procedural generation not including enough mandatory resources, leading to endless restarts. Grindy token restrictions, overly high requirements for quests, and constant bug reporting exacerbate the frustration.
- Enjoyment (weight 0.09): Reviewers find the game very fun despite its luck dependence, with the attractive card mode and the Wildcards expansion adding to the enjoyment. The fun action and card RNG contribute to a positive experience.
- Appreciation (weight 0.08): The DLC adds new events and objects that bring depth and fun, with the variety and playability of nine classes standing out. Its value becomes apparent early on, and the overall experience is rewarding.
- Enthusiasm (weight 0.05): The DLC introduces many unique characters and event chains that significantly change gameplay, making the game feel original and refreshing. Fate cards that alter rules enable nine different playthroughs, sparking enthusiasm.
- Annoyance (weight 0.03): The DLC feels like a chore due to the long, dull grind required to unlock cards, making the experience more annoying than enjoyable.
- Boredom (weight 0.03): The dull grind of unlocking encounter and equipment cards, along with tedious challenges, leads to boredom and causes some reviewers to stop unlocking cards altogether.
- Interest (weight 0.03): Rule changes that transform the experience make the game more interesting for players.
- Excitement (weight 0.03): Players are excited by the ability to pull off satisfying strategies and reach a high global rank, as well as by new rules, equipment, and playstyles introduced by the Fates.
- Concern (weight 0.03): The Explorer character is overpowered due to free healing, and the Explorer's Gift fate card breaks game balance by making starvation less harsh and allowing free health regeneration, raising concerns about fairness.
- Tedium (weight 0.02): The DLC challenges are perceived as tedious and luck-based, leading to a sense of tedium.
- Irritation (weight 0.02): The 'iron eater' class changes rules in a way that irritates players.
- Amusement (weight 0.02): The extreme difference in experience between lucky and unlucky players is found amusing.
- Dissatisfaction (weight 0.02): The Explorer being overpowered renders other characters ineffective, causing dissatisfaction with balance.
- Relaxation (weight 0.02): Playing the adventure game solo at a calm pace provides relaxation.
- Confusion (weight 0.02): Players are confused about how to access the DLC in-game after purchasing it.
- Mild dissatisfaction (weight 0.02): Combat is not as perfected as the reviewer would like, leading to mild dissatisfaction.
- Liking (weight 0.02): A card that makes luck sections easier but combat harder is liked for adding strategic trade-offs.
- Surprise (weight 0.02): Reviewers are surprised by how much fun the game turned out to be.}