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Mobile - Review: Hardback

#1
Review: Hardback

<div style="margin: 5px 5% 10px 5%;"><img src="http://www.sickgaming.net/blog/wp-content/uploads/2018/07/review-hardback.jpg" width="820" height="462" title="" alt="" /></div><div><p><strong>H</strong><em>ardback</em> is a deckbuilding card game, which, if you’ve been living under a rock for the past ten years means that each player starts with a similar set of basic cards and gradually builds an individual deck by buying cards from a common pool. It makes the meta-game of buying cards for a collectable card game into the actual game on the table.</p>
<p>The twist with <em>Hardback</em> (and <a href="https://www.pockettactics.com/reviews/review-paperback/" target="_blank"><em>Paperback</em></a> before it) is that cards are letters that can only be played as part of dictionary words. At first glance, screenshots might make it look like a word puzzler similar to <em>Bookworm</em>, but, of course, you shouldn’t judge a hardback by its preview images.</p>
<p><img class="center" title="" src="http://www.sickgaming.net/blog/wp-content/uploads/2018/07/review-hardback.jpg" alt="Hardback rev 1" width="820" height="462" /><br />Playing <em>Hardback</em> like a pure word game is a great way to get trounced. You can play endless nine-letter deep cuts from the OED for peanuts while your opponent scores a ten-point “OFF” combo four times in a row to win the game. <em>Hardback</em> is fundamentally a deckbuilding game where high scores are built around adding cards to your deck that interact well with one another. The big difference between <em>Hardback</em> and a deckbuilder like, say, <em>Ascension</em>, is that plays rely on combining cards into words, so it can be a bit harder to build a reliable point-generating system. As with most deckbuilders, there’s very little interaction with your opponents. The players share a pool of buyable cards and occasionally a card played by one player can be shared by others, but this doesn’t make a huge impact on the gameplay.</p>
<p>If you played the previous game <em>Paperback</em>, the first thing you’ll probably want to know is how <em>Hardback</em> plays differently from Fowers Games’ previous title. The biggest and probably most elegant change is that the use of wild cards has been totally replaced with the simple ability to flip any card in your hand into a wild but losing that card’s points. This gives you a lot more flexibility in building words, shifting the focus on the game from word-building to clever management of cards’ special abilities and their influence on other cards in your hand and deck. Scoring has also changed in a way that puts focus on the special abilities: instead of buying points your cards can generate two different kinds of currency, one for buying cards and one for winning the game. A final change is the ability to draw a limited number of additional cards from your deck that you must use in your play, which lets you build bigger and higher scoring words if you are clever enough.</p>
<p><img class="center" title="" src="http://www.sickgaming.net/blog/wp-content/uploads/2018/07/review-hardback-1.jpg" alt="Hardback rev 2" width="820" height="462" /><br />If you wished <em>Paperback</em> had more of a focus on building a deckbuilding-style ‘engine’ then Hardback is the game for you. On the other hand, if you are looking for a pure deckbuilder, you might find <em>Hardback</em> frustrating. Plays are not made of set groups of cards but can vary wildly based on the randomly-available cards, your own vocabulary, and the very limitations of the English language. The gameplay becomes a bit shaggy rather than purely tight like a classic deckbuilder.</p>
<p>Thematically, the game is a bit less on point than <em>Paperback</em>. Gone are the lurid pulp fiction covers, which were the most entertaining part of the graphic design for the previous game. Replacing them are varying font choices representing genres of books (Horror, Romance, etc.) that serve as ‘suits’ for matching card abilities. These can sometimes be hard to read and look to similar to one another–the font for the Horror-genre Y is very V-like for instance, and the style of the Adventure cards is a bit too close to the appearance of the generic cards you start with.</p>
<p><img class="center" title="" src="http://www.sickgaming.net/blog/wp-content/uploads/2018/07/review-hardback-2.jpg" alt="Hardback rev 3" width="820" height="462" /><br />The mobile adaptation is well-coded, with only a few annoyances. I hit one game-breaking bug where a zoomed-in card wouldn’t retreat back into the screen to let me play, but I could easily restore my autosave to get out of it. Some buttons were less-than-responsive and more than once I tried to hit confirm only to accidentally close the popup. It does not play very well on very small screens, because the cards have a lot of information that is presented with very tiny icons. There’s a lot of screen real estate unused, so I wish the designers could have been more economical with the GUI. However, it is certainly playable, and it’s easy to zoom in on individual cards, albeit with the occasional interface hiccup. The AI is acceptable, but a good player will quickly outpace it. Pass-and-play and online multiplayer will offer more challenge.</p>
<p>Basically, <em>Hardback</em> is what it advertises on the cover: it’s a combination of a deckbuilder and a word game. If either of those elements is a turn-off for you, or you aren’t interested in a game that dilutes the elements of one genre with another, then <em>Hardback</em> won’t be the game for you. But, if you like both, the combination is definitely fun and interesting, and this mobile adaptation is worth the price.</p>
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