Banners of Ruin's gameplay is essentially divided into two stages: street expedition and turn-based battle.
Each video game requires that you total three streets in order to reach the ( extremely difficult) big employer battle at the end, with each street having 3 possible lanes of improvement. Each lane is filled with 20 cards, the upper being revealed. To advance along the street you pick a card from the three available and either engage in combat or resolve the non-combat encounter (which can sometimes deteriorate into fight anyhow). You're likewise able to take a look at your party's characters and offered cards, and change their battle positions, while in this mode.
Non-combat encounters range from easy shops, to combating dens, to altars, and a fair couple of more, however many are merely well-presented wrappers for adding a card, eliminating a card, acquiring experience points (XP), or getting health. They appear reasonably differed initially, however I found them duplicating typically across multiple games, and, at least from my experience with them, each one just appears to have a single result, so when you understand the " right" choice for the few encounters that offer one, there's no threat in always picking that choice the next time you see it.
Battle is the meat and potatoes of the game. This exists in a "2.5 D" view of a battlefield, with each side consisting of approximately 3 characters in each of two ranks: front and back. The player always seems to have the very first turn.
Each of your characters has a certain variety of stamina and will points, with optimums that can only be increased through getting experience and levelling up the character. You typically start at Level 1 with two stamina and one will. Current worths are set to their maximum at the beginning of each fight. As soon as used, will is gone up until restored by a card result or you begin a new encounter. Stamina, nevertheless, replenishes every turn.
Each turn you draw five cards from your deck, plus another if you have a particular modifier active. If you run out of cards to draw then your dispose of pile is shuffled back in and drawing continues. Each card costs a specific quantity of stamina and will points. Cards may be general use cards, which may be utilized by any character with the readily available stamina and will, or character-specific cards, such as weapons and skills, which might only be used by the designated character. Card results are resolved instantly, making the order in which you play them critical to success; there's no point playing a card that makes Early access an opponent take increased damage from attacks this turn after you have actually currently played all of your attack cards, for instance. Your turn ends when either you lack cards you wish to play, or you have no characters with endurance and will available to play your remaining cards.
At the end of your turn you discard any staying cards and play moves to one of the enemy ranks: front and rear act in alternate turns. (Some confusing tutorial info suggested that defeating the active rank prior to its turn made play relocate to the other rank, however this does not appear to be the case; instead it offers you two turns in a row.).
A character is beat if its vigor is lowered to no, but characters likewise have armour to help secure them. Armour points are restored at the beginning of each battle, whereas vitality is just brought back through recovery. Recovery is difficult; I think I have actually just seen a couple of cards that do it during combat, and encounters tend to be irregular and pricey, though there are occasional exceptions to the latter. If one of your characters dies then for the remainder of that fight that character's cards become useless, obstructing up your hand and making the remainder of the battle more difficult. The cards are permanently eliminated from your deck after the fight.
Damage from cards can be direct attacks, which usually subtract from any remaining armour points first before lowering the target's vigor, or indirect, such as toxin or bleeding, which do damage over time. As is common for the genre, there are lots of modifiers that can be applied to characters due to card effects, both enthusiasts and debuffs, and the secret to winning battles with as little loss to your own team as possible is utilizing these effects efficiently. A fight is won when all enemy systems are killed, and lost if all friendly characters die. You then either go back to the street or go back to the primary menu, depending on which it was.
Back on the street, as soon as you empty at least one lane of cards, you reach the end of the street and the boss-level encounter afterwards. Do that 3 times and you reach the final boss. At least, I think you do; I have not handled to beat that one yet.
Fight wins and particular encounters supply extra cards to choose from and XP to improve your characters. Each level up you can increase either stamina or will by one point, as well as unlock either a new talent or passive capability-- these alternate with levels. Combat experience is shared in between all characters in your celebration, so smaller parties level up more quickly. That said, the maximum level is just eight, so you don't have too far to go regardless.
The video game utilizes Rogue-like elements in a relatively common method for the genre, with permadeath and procedural generation, and also includes meta-progression-- or irreversible improvement in between "runs" at the video game-- through "unlock tokens", rewarded depending on your efficiency in the run. These can be utilized to open three passive capabilities and 3 active cards to appear randomly in future runs, in each of 3 different streams: warrior, priest, and rogue. There are just a couple of genuinely game-changing things in here, however, and a few of the others seem worse than much of the typical cards. But it's a good start.
There are presently two selectable projects, but on the surface, at least, they seem to be the same except for the beginning two characters, and, of course, the cards that go along with them.