
Legends of Runeterra
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PublisherRiot Games
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DeveloperRiot Games
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Release date31 Dec 2020
Set in the world of League of Legends, Legends of Runeterra is the strategy card game where skill, creativity, and cleverness determine your success. Choose your champions and combine cards from different regions—each with their own style and strategic advantage—then build the perfect deck to take down the rest.
AGM score | 75% |
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IGN | 9 |
GameSpot | 9 |
Metacritic | 44 |
About Legends of Runeterra
Legends of Runeterra is released by Riot Games in 31 Dec 2020. The game is designed by Riot Games. Legends of Runeterra is a typical representative of the Strategy genre. Playing Legends of Runeterra is a pleasure. It does not matter whether it is the first or a millionth hour in Strategy, there will always be room for something new and interesting. Thrilling levels and gameplay Legends of Runeterra will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.
In addition to it in 31 Dec 2020 released games such as:
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In addition to Legends of Runeterra, the representatives of Strategy games also belong:
A complete list of games like Legends of Runeterra can be found at AllGame here.
Legends of Runeterra is versatile and does not stand still, but it is never too late to start playing. The game, like many Strategy games has a full immersion in gaming. AllGame staff continues to play it.
Legends of Runeterra is perfect for playing alone or with friends.
At AllGame you can find reviews on Legends of Runeterra, gameplay videos, screenshots of the game and other Strategy representatives.
Legends of Runeterra - Critique
Above all, while Legends of Runeterra is firmly anchored in a well-established world, it doesn't close the door to new ones who might jump into it for its kind of gameplay rather than its MOBA pedigree. It's a bit like Blizzard's Hearthstone; I personally got into Hearthstone without really knowing Warcraft, and six years later I'm still playing it. Legends of Runeterra probably hopes to have the same effect.
That said, when Heathstone came on the scene, it revisited the gameplay of other collectible card games like Magic: The Gathering by being more direct and therefore more accessible. Legends of Runeterra, on the other hand, lands a bit in between, with some mechanics that smooth out the gameplay, and others that add layers of depth and complexity with an ambition that other games haven't had.
The general objective of a match remains pretty much the same: each player shows up with their deck of 40 pre-selected cards and faces an opponent in a duel to the death. The initiative passes from one to the other, so that each player plays their units on the board, casts their spells, and chooses to attack or defend. The match is won or lost when one of the fighters reduces their opponent's Nexus health from 20 to zero.
As in Hearthstone, your mana pool - which indicates which card you can play - increases with each turn, rather than using a land system like Magic. And unlike Hearthstone this time around - and like Magic - you get to decide how your units will block enemy attacks, which creates a combination of gameplay stacked between two games.
This ability to respond immediately is the basis of Legends of Runeterra; its gameplay works like a conversation between players, full of exchanges and interjections, rather than a duel of two big separate speeches. Control shifts from one to the other nonstop during a single round as each player attempts to counter the opponent's actions.
To give you an idea of the game in practice, let's say my opponent plays a unit towards the end of the match. It takes him an action and he hands me his hand; I decide I want to kill her, so I aim at her with a spell that does just enough damage to kill her. This quick spell is not cast instantly, however. Suddenly control comes back to my opponent and gives him a chance to react. The latter can choose to play an instant spell to increase the life of his unit and save it. Even so, my spell is still not cast, in my turn I have the opportunity to cast another spell to increase the power of the first and eliminate the unit. When both players run out of options or pass their turn, the spell (or spells) finally cast and the outcome is determined.
This action / reaction gameplay allows for many strategies that other games in the genre do not have. I could have bluffed, for example, by not casting a spell and skipping my turn, in the hope that my opponent was spending enough mana on something else so that I could use a single spell later, without the possibility of countering. Of course, once I pass, my opponent can also pass, ending the round without me having the opportunity to act.
Attacking with units adds a layer of complexity to the whole. Between each turn, an attack token is passed from player to player. As the name suggests, anyone with the token can launch an attack at any time during the round. If a turn starts and I have this token, I can choose “open attack” or start my turn attacking. I can do this if my full back line (the area between my hand and the battlefield, where units go when played) can favorably confront the opponent's units. Once I have chosen which units are going to attack, my opponent can only react by deciding if - and where - the units that are already in his back line will defend, and / or by casting quick or instant spells.
Once again, it all depends on what you think the opponent will do. If I decide to play an Adept instead of openly attacking, my opponent can do the same, potentially laying down a strong defense that will wipe out my attack, or he can simply cast a slow spell to cleanse my Being able to attack with a unit in the same turn you play it - if you have the attack token - really helps Legends of Runeterra tactically stand out from its peers. Dropping the concept of "conjuring disease," the units play out dynamically - often functioning as spells on your turn to attack. This gives matches an interesting pace where the point of what to play on your attacking turn is very different from the turns you are defending.
A good example for this is in units marked "scout". One day per attack turn, a scout unit can strike independently (or with other scout units) without consuming your attack token. Their interest at this point is therefore in their ability to attack twice, so these are not units that you are going to want to play at the start of the opponent's attack, when they may be forced to block and be killed. Playing them once your opponent has attacked and runs out of resources seems much smarter, as you will be able to attack openly at the start of the next turn, preventing your opponent from placing other units on the board in the first place. while retaining the option of striking again after playing other units or expending mana during the turn. It's really time consuming to think about trying to optimize each round like this.
Your strategy should also span multiple turns, of course, by setting up certain combos or clears - and another great feature to give you more flexibility, you can even hoard mana. Yes, up to three unspent unit points can be transferred from turn to turn for spell mana. As you might expect, this mana can only be spent on spells, meaning you can skip turns one and two, then play a three-point unit, and still have three mana to use. for spells. It's a smart mechanic, when that fluid mana becomes a strategic decision rather than a missed opportunity.
Legends of Runeterra is really designed to give you plenty of opportunities to outsmart your opponents. The fact that the initiative goes back and forth allows you to bluff and push the opponent to error, and it really rewards those who know how to use their resources to the full and anticipate what the other side may do with theirs. . Buffs in particular usually only last during the last turn they are played, so determining what counters your opponent might have when you use one (or when you invest resources globally) is key.
Plus, even though the actions keep switching back and forth, the gameplay of Legends of Runeterra is remarkably lively. On the one hand because the players have little time for each decision, and on the other hand because the round passes automatically if we have no options available (which can be deactivated if ever you are afraid that this system gives too much information about your game to the opponent).
It is also important to note that Legends of Runeterra involves minimal chance in the design of its cards, compared to a game like Hearthstone. There is an interest in both of these approaches, of course, as the randomness can be very fun when implemented well, and it sometimes helps come into play in unbalanced confrontations. But on the other hand, it's just as fun to be able to show off your knowledge of the game in a fight where the rules are well established.
If you're facing a deck whose meta is known in Legends of Runeterra, for example, you already have a good idea of your opponent's abilities, and it will never budge as much as what can happen with Hearthstone. Which implies that there is also an interest in playing something that is not meta. An opponent used to facing the same cards might have a hard time figuring out and getting around your deck if they don't know what's in it.
Cards in hand
Legends of Runeterra offers an incredible array of tools for the player to build their deck. The intriguing idea behind deckbuilding is that each card can be paired with any other card. In order for this to be possible, the set of maps is divided into regions based on the geography of Runeterra, and players can combine two regions together to make a deck.
Each region has its own style in both design and aesthetics, and as you would expect from a League of Legends spinoff game, you'll have Champions to represent it. Noxus, for example, is an openly aggressive region. His maps all revolve around damage and how to take advantage of it, and artistically speaking, the designs show war or arena clashes. Noxian Champions include Draven, Katarina, and Darius.
Ionia, on the other hand, shows units that prefer to strike under cover of shadows, stunning targets and using Elusive, meaning they can only be blocked by other Elusive units. The Ionian Fighters are Ninja, Samurai, and holders of mystical powers, and the Ionian Champions are Lee Sin, Yasuo, and Zed.
I absolutely love the styles of each of the seven regions currently available in Legends of Runeterra, and the links between mechanics, keywords, and Champions that open up a huge array of potential strategies. You may want to combine the Shadow Isles control options with Bilgewater's ability to conjure barrels of powder that boost spell damage to hold up over time. Or it'll be more fun to have a deck full of Champion whose spells synergize, like Karma (which generates spells) and Ezreal (which gains power when spells are played), or Heimerdinger (whose spells generate spells). units at no cost) with Vi (whose attack increases when you play a card).
Each region currently offers five Champions and these are definitely above the rest. You can add three copies of the same Champion to your 40-card deck (up to six Champions in total), but unlike other cards, Champions can level up during the match. The conditions for this are different from character to character, whether attacking a certain number of times or having x units decimated, or emptying one's hand or dropping 15 cards or less in the deck. There is no shortage of variety. Tryndamere levels up when he's about to die for example.
As you level up, a Champion increases their stats a bit, generally, but they can also gain new skills. So Ezreal has to target enemy units with spells and abilities eight or more times to level up, and when that happens, each spell he casts causes double damage to the enemy Nexus. He then becomes, so to speak, a victory factor, so if you take the time to advance him, you can annihilate the opponent.
Champions also react differently as they are separate entities on the board. If you have two copies of Ezreal in hand for example, and you play one on your backline, the other Ezreal transforms into "Mystic Shot of Ezreal", an alternate version of a spell from that region. Each Champion thus has a spell associated with him, and which generally helps them to level up, or at worst they are thematically linked. Play this spell, then return the card to your deck. But if you decide not to cast this spell, and the Champion in play is slain, the spell turns back to Champion and can be played that way.
From a universe and world set-up perspective, the idea that each Champion is a unique fighter highlights their status, and this also forced the designers to imagine some rather powerful mechanics, as their effects cannot be (easily) multiplied.
Chest piercers
When it comes to expanding its collection, Legends of Runeterra sets a solid and challenging progression structure. Playing the game and completing daily quests earns you XP, which is then used through two reward systems - a safe that opens once a week, and a regional route to unlock. Want maps of the Freljord? Choose this region and you will regularly get rewards that will expand that part of your collection.
Legends of Runeterra does not offer a traditional card deck, the rewards you get are Essences, and wild cards which can be exchanged for cards of the same rarity. So yes, if you have a Champion joker, you can just change it to the Champion you need. Essences are used to buy cards directly.
The rewards are pretty generous, but if you want to build a collection quickly without spending money, attendance is key. Legends of Runeterra provides three bonus XP for their first three wins each day, so playing daily is important to galloping each regional lane. And if you want to boost the speed even further, you can always spend real money for coins - the other in-game currency - and just get the cards you need.
This system has the merit of changing from other games of the genre, although newcomers will have a hard time deciding which region to activate first and how to use their jokers effectively. After all, if you're new to the basics, how do you know where to move forward before you've dabbled in all of the archetypes, with their strengths and weaknesses?
My approach at the start of my collection was to spend a little money to create a cheap but competitive deck with only three Champions in it. I then used this deck to learn the basics of the game and earn XP and grow my collection. As I played each day, the rewards multiplied quickly, but I still wanted to be able to move from region to region and rebuild my deck quite often, so I ended up spending more.
Fashions and men
I spent most of my time on Legends of Runeterra playing Ranked mode, which you start at Iron rank IV through Diamond I rank, before moving on to Masters. It's a familiar and entirely reasonable system, and the current season is expected to last around two months, which gives plenty of time to move up the ranks. There are also “normal” PvP possibilities for those who want to test their decks or who don't feel ready for the leaderboard, as well as a challenge option to win and another practice against AI.
Another mode is Expedition, in which you prepare a deck and try to win seven games with it. The preparation mechanics based on the archetypes are quite interesting: you are presented with a set of cards drawn from a defined lot, then what is offered is changed because the draw is based on your choices. For example, one of the archetypes that we can offer you is "Terrors from the Deep" which covers Bilgewater and Shadow Isles and asks you to reduce your deck to 15 cards or less in order to boost units with the keyword "Deep. »With + 3 / + 3. Naturally, the cards available include sea monsters with the word Deep, whatever it takes to shrink the deck, and two Champions - Nautilus and Maokai - which fit the theme perfectly.
Not all archetypes necessarily develop synergy, and there is always room for your own in-house strategy. Sometimes you'll end up with a deck built around one region, other times you'll have cards from three regions. Overall, the archetype system means that the variation between the best decks and the worst isn't that great, and you'll generally have your luck in every match, especially if you've played enough to know how to prepare effectively.
You'll be able to level up and polish your deck along the way too, but if you lose two games in a row, the mode ends your adventure. Fortunately, each Expedition is played in two attempts, and the reward is based on your best game. It must be said that you have to pay 2000 Essences or 200 coins to participate, two thirds of the price of a Champion. If you're doing well, the rewards are worth it, but it's best to wait until you're comfortable with Legends of Runeterra before spending your coins on an Expedition.
However, after completing three Expeditions in a week, the rest of the games for the week are free. You won't get any other rewards other than XP if you complete them, but it's a good way to practice.
Full disclosure
Legends of Runeterra also innovates with its interface and presentation. Key information is always at your fingertips: you can quickly scroll through cards that have been played, or see Champions from the opposing deck. I also like that a card of the hand that has been revealed remains visible.
I would have liked to know how many cards my opponent traded at the start of each match, but other than that I never felt lacking in information. If I put in a sequence of spells or attacks and am unsure of their resolution, I can use the “oracle” to see what will happen - as long as nothing changes. I imagine that the best players would prefer that this option not exist, as a good knowledge of the game and the ability to calculate the result yourself is an advantage, but for someone like me it is a good tool to double-check what you intend to do, and it does not replace the fact of mastering the mechanics of the game.
My favorite part of the interface, however, is being able to study all the cards that are associated with a particular card that interests you. Let's say the other is playing Heimerdinger, but I want to understand how he works: I can click on him and bring up a tooltip showing the base map, his high-level version, his spell card, and all the others maps that he can create. And each keyword or term offers a pop-up explanation. The impressive number of voices during the match reinforces this aspect, creating a real relationship between the characters.
The whole presentation of Legends of Runeterra is equally successful, from the fumes of the ready-to-cast spells to the totally epic full-screen leveling animations for each Champion. A wide variety of cosmetic items - pets, backgrounds, emotes - also let you customize your half of the board.
The mobile client keeps all of that, and in terms of gameplay, interface, and presentation remains essentially the same as the PC version, with just a little less screen. Legends of Runeterra was designed for both platforms and it shows.
Other reviews
We gathered the finest game reviews for you to have a better idea of the Legends of Runeterra
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Alessandro "Alex" AlosiLegends of Runeterra - Review
Riot Games has decided that it's time to get serious, now there are no more doubts about the warlike ambitions of the proprietary software house of League o...
In a delicate and particular ecosystem such as that of online card games, being able to carve out a place between two heavyweights such as Hearthstone (the current champion) and Magic: The Gathering Arena (the digital version of the one who started it all) it is definitely not an easy task . Many have tried in the past, someone to tell the truth has not even disfigured, but nobody has really been able to conquer their space on the podium next to the two giants. Yet, thanks to the audacity and skill of Riot Games, from 30 April this impasse could have officially changed.
I only have eyes for you, I swear!
Legends of Runeterra is aware of having to face an arduous mission, it is clear from the tutorials that behind its easy-going style hides a painstaking care for every single detail. Riot Games knows that we lovers of this specific sector are a strange category that is difficult to bewitch , it is not enough to seem intriguing from a distance, you must be so in the soul from the first beta-appointment until death separates us. Faithful, passionate and in love with a type of game that brings to mind and heart the figurines of a childhood that is now beautiful that gone, we hardened and sometimes yellowed digital card players do not allow ourselves to be seduced easily by the first idea that passes by causing us . To convince us to break ties and habits, it takes something that knows how to go beyond a captivating appearance and Legends of Runeterra , focusing on an interesting mix of elements, manages to position itself as a more than valid alternative to the aforementioned sacred monsters.
The main peculiarity of the game is that it is neither complicated as Magic: The Gathering Arena , nor immediate as Hearthstone . Positioning more or less halfway between the two styles of play, Legends of Runeterra takes the players by the arm and, thanks to the explanations of easy digestion, accompanies them inside the secrets of a gameplay that focuses every penny on the skill of the players : excluding the randomness inherent in drawing cards from a deck, here the random effects are reduced to the bone compared to the rival branded Blizzard (although the recent expansion Bilgewater has pushed on the random factor with more conviction). This translates into satisfying and exciting games in which we challenge those who are better at setting their own strategy while preventing the opponent from organizing themselves. Here is a very interesting article on the official website that well explains the Riot Games philosophy about randomness in card games, I recommend reading it if it interests the subject.
RNG, this stranger ... or almost
Legends of Runeterra therefore manages to reward the best and not to base the outcome of an entire match on the mood of the Gods, already showing a good balance between unpredictability of matches and gratification in the game. There are also other features that make it unique and, in its own way, undoubtedly fun. One of these is the good dosage between accessibility and depth, thanks to a clear board with well-defined spaces that can be read without difficulty , assisted in this also by the punctual and precise help at the click of a mouse or by the Eye of the Oracle that shows the consequences of our actions before they occur (and before the opponent makes a counter move). However, despite a clean, easy-going and clean-cut artistic style reminiscent of boyish comics, the simplicity of which it is imbued manages not to bring to light a strategic depth that emerges with krakenian arrogance only after learning the basics of the game.
The setting also plays an important role, as Legends of Runeterra is set in the League of Legends universe. The fans of the famous MOBA of Riot Games will recognize several familiar faces and the profile of the Nexus crystals instead of the canonical heroes to beat , because the protagonists of the game and the characters represented on the cards come from the Runeterra regions, which can be considered the same of card sets. Just like every available follower, the Champions, powerful cards that evolve when certain conditions are met, are linked to their region and up to a maximum of six can be placed on a deck. The diversification of the regions and the fact that the characters are linked to them directly affect the creation of the deck since only forty cards can be chosen between two regions in the deckbuilding phase, just like the double color decks of Magic: The Gathering Arena .
In all modes (Special challenges against the CPU, training VS AI and random / ranked VS other players) the rule of the two regions applies, while this limit increases to three when facing an Expedition, a particular event in which you need to build a deck choosing from a series of cards offered by the computer and trying to get seven wins without running into two consecutive defeats to grab the best reward.
The deeper you go, the stronger the glow
A little while ago I mentioned the strategic depth, one of the components that can only be seen after becoming familiar with the gameplay. There is no lack of synergies and not even devastating combinations, but finding them and above all putting them into practice is not at all easy because Legends of Runeterra is a card game in which cunning plays a fundamental role and you can never be distracted, even in the round of the opponent because ... simply, he is not there . No, that's not true, but here there are no dry turns like in Hearthstone , here players can dynamically respond to the opponent's moves as in Magic: The Gathering Arena . If in my attack turn I play a follower, the opponent can also play a follower with which to defend himself or a suitable spell, therefore not always regurgitating our units on the board every turn is the panacea for any complicated situation.
The games are therefore decidedly interactive, as well as strategic: it is played perpetually following the action-reaction concept, the mixed rounds are like rhythmic ping-pong exchanges between the two players, exciting and tactical punch and response in which you have to take into account different factors such as the placement of your pieces, the mana available and what to save for the next round, the cards played by the opponent and his deck ... what? Yes, because at the beginning of the game the Champions present in the two decks are shown and each player can get an idea of what to expect, perhaps by setting the mulligan accordingly . Personally I'm not very sure of the choice, but it's a strictly personal opinion.
Excuse me, I can't find the price: how much does it cost?
Another aspect that I do not particularly like is that of displaying the Collection during the construction of a deck. I find that set in this way is not particularly functional, I find it slightly inconvenient to study the most suitable cards to insert in a deck. Maybe they are too big and there are few on the screen, maybe it's the layout, maybe it's just me the problem or that they run away vertically rather than horizontally that confuses me, the fact is that there is something that does not convince me: I need to leaf through the pages of the book where I inserted my cards, it is also ok in digital format but that it is a book please, I am also satisfied with the album in which the phone cards were placed!
What instead convinces me 100% is the fact that Legends of Runeterra demonstrates the characteristics of the F2P in full rule. Don't believe me? Well, I will amaze you: there are no packs to buy . I mean, it's a card game without card sleeves! The progression system allows, only by playing and accumulating experience, to unlock daily rewards specific to the selected region, not to mention the weekly chests that improve as you win the games. Among fragments (which are obtained automatically when there are too many cards that we already have), wild cards (you know the Wild Cards of Magic: The Gathering Arena ? Them), capsules and various caskets, there is really something for all tastes regardless of the financial resources available.
Clearly the shop in game is there if you want to speed up the process of expanding your collection, but among the three games mentioned in the course of the article this is undoubtedly the least invasive, most generous and most anti- gambling monetization system that I happened to experiment . You lose the thrill that anticipates the opening of a packet of cards, but such a shower of rewards is a great way to encourage players to continue playing if the promise of another exciting game is not enough.
A passion that grows every day
There is more than one reason, in fact, if the community of card game enthusiasts is starting to gather more and more around Legends of Runeterra , despite the difference in content compared to its two main antagonists is obvious and natural. Years of expansions and honored service make themselves felt, it is undoubted, but the current quality of the Riot Games project and the potential of the ideas about its development bode well for a future perspective and, among other things, in this study we can already give a look at what awaits us in the future. Although technically Legends of Runeterra is pleasant, fluid, colorful without overdoing it and capable of rapid excursions in the field of visual shows when a Champion evolves, among the merits of the Riot Games title perhaps the most appreciable is precisely the ability to keep the curiosity of the player. Curiosity to find out where he needs to improve, to understand how to make his deck more performing and to see to what goal he can aspire only driven by his ability.
Being intuitive to understand but difficult to master at higher levels, much less complicated than Magic: The Gathering Arena and much less casual than Hearthstone are characteristics that make it suitable for countless types of player, extremely satisfying and fatally exciting thanks to the feeling that your skill matters most. Here, it's all the secret: it's this feeling of feeling in control of your destiny that drives the player crazy and allows Legends of Runeterra to sit without blushing at the same game table as Magic: The Gathering Arena and Hearthstone .
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Manuel FritschLegends of Runeterra in the test: With fairness to victory over Magic & Hearthstone
The makers of League of Legends rely on a remarkable Free2Play system in the battle of the trading card games, but also convince in the test of Legends of Runet...
You can see how the presentation of Legends of Runeterra looks in detail in our screenshot gallery:
Duel around the world
LoR is a duel that is played over laps until the opposing or one's own nexus (the equivalent of the base from the underlying MOBA) with 20 life points each is destroyed. We can cause him damage through unblocked attacks with creature cards or through triggered effects and spells. It is, of course, our goal to do this faster and more efficiently than our counterpart. To do this, we put together our own deck of exactly 40 cards before the fight.
The map pool is currently divided into seven different regions of the fictional and eponymous continent »Runeterra«. The peculiarities of these areas can also be read playfully in the capabilities of the maps from this region. The inhabitants of the Shadow Islands, for example, work in secret and, thanks to the "intangible" attribute, sneak past the opposing defensive line. The brave warriors from Demacia, on the other hand, can specifically challenge enemies or support and protect each other in battle.
In total there are over 20 of these key words, which invite you to experiment and maneuver. When putting together your own deck from around 500 cards so far , up to two regions can cooperate. This allows a wide variety of strategic combination options for deck construction.
Brand new with patch 1.4 (June 24th, 2020) the new event mode »Gauntlet« is added as a free update. This is always active from Friday to Monday and messes up the rules for deck building. For example, in one of the first events, duplicates in the deck will be prohibited, which will require new deck strategies. For long winning streaks, there are bigger reward packages.
Champions with opportunities for advancement
Five so-called champions are also available as special cards in each region. These heroes are well-known characters from the extensive roster of the main game League of Legends. A special feature of LoR: The special cards can go through an evolution within a game. In many decks, this transformation is a central part of the winning strategy.
An example: Fiora from the Demacia region must kill (and survive) two enemy units in order to advance to the next level. If she succeeds, she receives an additional attack and defense point and the requirement becomes a victory condition : If we manage to kill two more enemies with her, we win the game immediately. The difficulty here is that Fiora starts with only three life points and she cannot meet her victory condition alone without support in the form of suitably played card combinations.
Duels like dialogues: this is how a round works
In addition to the champions, the dynamic exchange of blows in the duels is the strong unique selling point of Legends of Runeterra. There are basically two types of cards: creatures (humans, spiders, monsters, etc.) and spells (fireball, shield, etc.). A sword marking changes back and forth every round and shows which side currently has the attack initiative. It determines whether we can only block with our creatures or also attack the opposing nexus.
Unlike with comparable titles, however, we can also summon creatures during the opposing attack round and play cards as a reaction. This gives us the chance to defend ourselves after every action - that brings tactical depth . Because maybe we can freeze the opponent with an immediate effect spell and thus prevent damage.
Each side alternately plays cards that are traditionally paid for with mana. The supply of magic power increases equally on both sides per round. We are even allowed to take excess mana with us into the next round for spells.
New cards are played back and forth until both sides pass. Only then is the attack carried out and we determine which cards are used at all. This opens up further strategic considerations: If we start our round with an attack without playing new cards, then we no longer offer our opponent a chance to play a suitable defense card.
The change between action and direct reaction makes Legends of Runeterra particularly appealing, but in certain situations it can also lead to longer waiting times. Nevertheless, the field and the user guidance always remain clear. All maps can be enlarged with a right click and key words can be explained in detail if desired.
Little variety for single player
LoR is primarily designed for online matches against human players in ranked or friendship mode. For practice, decks can also be sent into the race against an enemy AI. The expedition mode offers some variety, in which all participants click together a new deck from a limited range of cards (technical term: drafting). If you win seven matches and lose less than two games, you will receive particularly large reward packages.
Behind the menu item »Challenges« is the extensive and very well made tutorial, which throws us into a ready-made situation for each mission. The puzzles can only be solved with the correct use of certain key words on cards. In this way, the developers manage to playfully explain more complex relationships between the card effects.
For fans of League of Legends, the card game adaptation offers a number of loving details and a high recognition value. But don't worry: Legends of Runeterra stands completely on its own and passes the test without any prior knowledge.
Runterra makes himself comfortable between the somewhat more accessible Hearthstone and the complexity monster Magic: The Gathering and could have found his perfect niche there. The strategic diversity paired with the wonderful map illustrations make LoR a clear recommendation for confrontational card game strategists with an appetite for new impulses.
Videos
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Streams
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