The only motion you get in the game is when a card 'slides forward' to attack, or some simple spell effects represented on the screen. Cards are very static, though the artwork on them is generally nice. Let's dig down into the game itself and break down the different categories. It all lends itself to a nice sense of progression, while none of the fights ever seem to last more than about five minutes or so, giving it a nice, lightweight feel. You pick a new opponent every round, and each one comes with a new card or ite4m you can win (like a Titan card, which can be a game-changing card to have in your deck, or boosts to your starting life or magic). That gives the different classes a slightly different feel, without making them confusing or feeling unbalanced. But each one has a custom pool as well, and it comes with cards unique to that pool. All classes have the same basic mana pools of fire, water, wind and earth. You can get through an entire single player campaign in a night or two, but there are a quite a few different classes - and that helps the replay value. These conditions make Spectromancer a much faster game, and I think that is a benefit. But in Magic you're not limited to the number of creatures you summon, and you generally don't have to attack every round. Sometimes in a game of Magic, a person can play very defensively, and it is a valid way to win - sometimes it is the only way to win. The premise is pretty simple, and with the 'attack every turn' twist, you don't have to worry about turtling. Each controller starts with a specific life value, and spells and unblocked creatures lower it. If there is a creature in your opponent's slot directly across from your monster, then it will automatically block it and take the damage instead of the actual controller. Every round, your creatures will all attack. Any creature summoned gets placed in one of those slots.
SPECTROMANCER REVIEW SERIES
You have a series of slots/spaces in front of you and in front of your opponent. There are two types of cards - spells and creature. At most you can only cast 1 card per turn. Once you have enough magic in that pool type, you can cast it. Cards are randomly chosen from your 'deck' of cards at the start of a match, and they each have a cost value.
![spectromancer review spectromancer review](https://cdn.akamai.steamstatic.com/steam/apps/22520/ss_afe85bc6ee0ccc1e849a7e644876fecf842162cc.1920x1080.jpg)
You have magic or mana types/pools - and they generally increase by 1 each, every turn (there are other spells and creatures that can alter these values).
![spectromancer review spectromancer review](https://i.ytimg.com/vi/PEva3K6ggqo/mqdefault.jpg)
It shares a few fundamentals with that game, but it is a much simpler game overall.
![spectromancer review spectromancer review](http://ipadboardgames.org/wp-content/uploads/2014/02/spectromancer-6.png)
I read that Spectromancer was designed by some of the people responsible for Magic: The Gathering. One of those games was Spectromancer, which I got at a really good prices (I got the game and expansion, which usually run around $15 I believe, as part of a 'fantasy pack' I got for $5 total) I spent way more than I should have there, but picked up a bunch of their games at significant discount. I discovered the Steam network, and they happened to be having a ton of good game deals on their site over the holidays. I was happy to retire the hamster that was powering it). For Christmas I got a new computer, and with it a newfound ability to play games on it (the old computer was in really, really sad shape. Then again, it does give me a chance to compare and contrast them while they are all fresh in my mind. By Chalgyr | Review Date: JanuHonestly - I did not set out to review nothing but card based video games this month.