Play review of ``Phantom Rose 2 Sapphire'', a deck building game that makes full use of all the cards you own, all elements of the story and system have been brushed up and intensely strengthened
Although the game system of deck building and roguelike is now a standard, it uses a special system in which all the cards used in battle are 'non-random', meaning you can freely select and use cards from among the cards in your deck. This is ' Phantom Rose 2 Sapphire '. I actually played it to see what this game was all about.
Phantom Rose 2 Sapphire | Game | PLAYISM official website
'Phantom Rose 2 Sapphire' is a story about a girl named 'Aria' who lost her memory and wanders through a magic school where evil creatures called 'phantoms' exist in order to regain her memory. A short story without voice is inserted in between.
This is the progress map.
From the position of the blue pin you are currently on, take the route that branches along the way and aim for the staircase mark on the far right.
This is the battle screen. Players must select a card from the deck displayed at the bottom of the screen and fit the card into the frame in the center of the screen.
The cards placed in the four boxes are played in order from the left. The cards already in the frame are enemy Phantom cards.
The top half of the deck contains attack cards, and the bottom half contains magic cards. The numbers written under the card indicate the attack power and amount of barrier acquired. You are free to choose which cards to place where, but you must fill in all available slots.
So I tried putting one on. This card called 'Slice' 'attacks and deals damage equal to the order of this card on the field + 6'. The order on the field is the order placed in the frame, 1, 2, 3, 4 from the left. Based on this, you can understand that if you place the slice in the number 3 frame, you will deal 3 + 6 = 9 damage to your opponent.
Next, place the magic card 'Thorn Barrier' in the first frame. This is a card that acquires a barrier and at the same time acquires a buff that deals 4 damage to the opponent when attacked.
The final arrangement looks like this. When you click 'Battle', cards are played in the order that you set up a barrier, your opponent attacks, you attack, and your opponent sets up a barrier.
I made a video of the card placement and battle.
This time I was able to defeat the enemy as soon as the third card was played.
After the battle ends, you will receive a new card as a reward.
I also got 'Sapphire'. This can be used later in the shop.
After receiving the reward, proceed with the route.
Next up is another battle with Phantom. This is where the important concept of 'Phantom Rose 2 Sapphire' comes into play: 'Cooldown.'
Each card has a 'level' set. The level represents the strength of a card, as well as the number of turns (phases) it takes before the card can be used next.For example, the 'LV5' card below can be used for 5 turns once used. You won't be able to. This is the cooldown.
As shown below, 'Slice' and 'Thorn Barrier' used in the first battle are on cooldown. Earlier, the battle should have ended before the use of 'Thorn Barrier', but it seems that it will still be counted as used. Cards that are on cooldown are easy to understand because the number of turns remaining is displayed above the icon.
It's tempting to use only strong cards, but strong cards have long cooldowns, so it's important to think about strategies for how to use cards efficiently.
Next is the event mass.
You will meet a person who seems to be afraid of the Phantom. I'm wearing very light clothing, but is it okay? Apparently they sell items.
You can use the sapphire you received earlier to purchase items such as items that increase the success rate of cards that inflict debuffs on your opponent or potions that can be used during battle.
Purchased items will be placed in the bottom left slot. Currently there are only 7 slots, and this is the upper limit. You can increase it later.
There are three routes to choose from: ``Recover HP at camp'' or ``Fight the enemy.'' There is another option called ``Speak,'' but it was written that this would be unlocked after clearing the current story. In other words, this game is made with the premise of laps.
This time, choose battle. This is where I first encountered an enemy with a 'buff'. If you look at the center of the screen, you will see that you and the enemy each have ``up'' and ``down'' arrows. When a character has a buff, the number of turns each effect lasts will be displayed in the upper arrow area, and if a debuff is applied, the lower arrow area will display the number of turns each effect lasts.
The buff attached to the enemy this time was to 'reduce damage taken.' Only one of these buffs/debuffs can be applied at any time, and if a new type of buff/debuff is applied, the existing effect will be removed. If the cards are of the same type, the numbers may be added, and in that case, an explanation will be written on the card.
Attack without worrying about damage reduction.
Unable to reduce HP, the battle was postponed to Phase 2. Even if you move to Phase 2, the things you do are the same just because the turn has progressed, but regarding this 'phase', 'HP will decrease if you do not use it in Phase 1' and 'Do damage equal to the number of phases x 2' Since there is a card, this is information that cannot be ignored.
Another thing that caught my eye was that the barrier was being carried over. The 'barricade' in '
The point is that there is a 'heal' card in the initial deck, so even if you attack without thinking, you can cover it later. Heal cooldown is 2 turns.
However, if you attack without thinking about what happens next, all of your attack cards may go on cooldown, as shown below. If this happens, you'll have no choice but to focus on defense, thinking, ``I could have defeated him with just 2 more damage.'' Even though your opponent won't attack this turn.
However, I realized that there is also a magic card called ``Burst'' that ``reduces the opponent's HP by the number of barriers''.
This turn, the enemy will gain 2 barriers.
That means if you place it so that the opponent uses 'Burst' after acquiring the barrier...
The enemy dies.
In this way, by accurately calculating addition and subtraction, it is possible to advance in battle efficiently. There are over 200 types of cards, each with detailed effects written on them, so it can be difficult to understand which card has what effect at first, but when you are able to use a card that perfectly matches the situation. You will feel a little bit of satisfaction.
Next is the break square.
Here you can consume sapphires to recover HP and also disassemble cards.
In general deck building games, a system in which several cards are randomly drawn from among the cards in the deck is used, and the strategy of ``compression'' is very popular, which reduces the number of cards in the deck as much as possible and increases the probability of drawing strong cards. It's powerful. However, in 'Phantom Rose 2 Sapphire', you can freely choose any card you like from among the cards in the deck, so compression doesn't make much sense. The reason why the disassembly system exists is because this game has a limit called ``card storage limit''.
The storage limit is displayed on the right side of the screen below, and currently the maximum is 13 sheets. If you have exceeded the limit by acquiring cards every time a battle ends or buying cards at the shop, you will need to bring the cards within the limit by the time you go to camp. At first glance, it seems like a fairly benign system, as cards can be disassembled for free, and when further disassembled, they are converted into sapphires.
Another thing that I felt was different from typical deck building games is that it places a lot of emphasis on the story. A short story is inserted every time you step on an event square or boss square, and information such as who Aria is and why she is in this place is gradually revealed.
There will also come a time when players will have to choose conversation options.
Since I was able to defeat the first boss, I made a video of all the battle scenes, including the small enemies.
Once you defeat the final boss of the first story, you will be returned to the title screen. By clearing the story, the story changes, and in addition to more difficult elements such as ``strong enemies appearing'' and constraints, elements such as ``imprints'' that are permanent buffs are released in order, and you can further combine them. As you progress, you will be able to do many things.
The engraving is a permanent buff that allows you to play a 'strong and new game' the next time you play the story. Select and attach several effects that can be obtained using points obtained by clearing the story, and that increase the deck limit or skip cards that were previously required to be included in the deck as a clear reward. can do.
After the more difficult story 'Gold', the following difficulty increasing elements 'Trial' will be added.
At first it looks like this, increasing the enemy's strength and increasing HP recovery cost.
As you progress further, various elements such as 'weather' will be added, which will stand in the way of the main character.
If it's 'hot', your HP will decrease by 1 every time you move forward, which is too dangerous.
Another new role that has been released is 'Mage'. A completely different deck than the one you played earlier will be prepared, and a system exclusively for mages called 'Arcana' will also appear.
Arcana is the points needed to play attack cards. The initial value is 6.
To place an attack card in the first slot, you need to spend 1 Arcana, and if you want to place it in the 3rd slot, you need to spend 3 Arcana.
It increases by 1 when a magic card is placed or when a phase ends.
Because there are cards that depend on arcana values, such as the card that says ``Inflict damage equal to arcana +8,'' an already complicated game has become even more complicated.
'Phantom Rose 2 Sapphire' also has 'challenges' and 'missions' where you complete tasks prepared like a social game. For example, there are challenges such as ``use a level 5 card during battle'', and if you clear these challenges, you can get ``Soul Rose''.
Soul Rose can be used to increase the upper limit of item possession.
Also, on the settings screen there is an item called 'Fix Mission'.
By turning on this setting, missions and challenges will always be displayed during story play, so you can immediately 'receive' them and know what you need to clear at the moment.
You also have the freedom to immediately consume and reflect the rewards you have received by pausing story play and returning to the home screen.
Additionally, you can also get bonuses by completing challenges. One set consists of three challenges, and if you clear a certain number of sets, you will receive an instant bonus.
Like this. You can also get an additional bonus by 'opening one more'.
Get more skin.
You can also receive the same results by unlocking various achievements in 'Challenge' from My Room.
The card game ``Phantom Rose 2 Sapphire'', which requires realistic and accurate calculations contrary to its fantastical appearance, is on sale on Steam for 1980 yen including tax. Until January 5, 2024, the price is reduced to 1,584 yen including tax in the Steam Winter Sale. If you love the 'damage calculation' element of card games, please give it a try.
20% off on Steam: Phantom Rose 2 Sapphire
In addition, game codes are available as prizes in the following giveaway project, which is accepting applications until 11:59 pm on January 8, 2024.
Bonus: A collection of strategy tips from the editor-in-chief who bought it with his own money and is playing it.
◆Various cards that form the basis of strategy
・“Zero distance avoidance” can add buffs
For example, even if 'zero distance evasion' is not necessary because the barrier is sufficient, in order to extend the duration of buffs such as 'bleeding', first perform 'zero distance evasion' and then apply buffs to yourself continuously. This allows you to create buffs that take longer turns than normal. One card can be used in multiple ways, so it's quite effective in this game, which requires forced compression. There are other similar cards that can be used for both A and B, so if you're worried that card compression won't work well and you'll go bankrupt!, then you should focus your strategy on cards that can be used in multiple ways. If you reassemble it, the difficulty level will decrease!
・Debuff enemies with “Blood Shower”
It can also break through barriers and force bleeding, so if the enemy is debuffed, it's great in combination with attack cards that have powerful effects.
◆If you add a cooldown time reduction system, you can spin it around.
In this game, you can use all cards in your hand in any order you like, but you can't use them if they are on 'cooldown.' In other words, the most important thing is how to shorten the cooldown time, so in addition to the orthodox strategy of ``evenly inserting cards from low level to high level'', you can also use a strategy of ``shortening the cooldown time''. Inserting a lot of cards is also quite effective.
In addition to cards, it is also a good idea to include something like ``Pigeon Badge'' that will further reduce the cooldown of all cards if you are unable to attack at all at the end of the phase and are completely focused on guarding.
Among them, I especially recommend level 7 'Star Shield', although it is limited to phase 1, the cooldown of all cards is too strong.
Level 3 “Rage” is also a good and easy card. This is because the cooldown of this card itself is short since it is level 3.
If you collect these cooldown types, you will use cards with strong attack power, and the number of phases until you defeat the enemy will inevitably become shorter, so if you defeat the enemy within 3 phases, the cooldown of all cards will be reduced. 'Torn Spell Book', which reduces the number of down by 1, is activated a lot.
'Agility Heal' also reduces the cooldown of cards used in Phase 1 by 2, expanding the range of strategies.
And the finishing touch is the broken item “Mana Potion”, which resets the cooldown of all cards.
◆Reduce enemy buffs
As you increase the difficulty level, the enemy's buff becomes too harsh, so reducing the enemy's buff time is also quite effective. In particular, level 7 'Aegis Spears' is extremely powerful as it reduces the opponent's buff time, increases the barrier by the order on the field, and has an attack power of 9. Having just one piece is quite convenient and a great deal.
◆The cards Reverie sells are hints about the cards that will be the core of your strategy.
Reverie cards, which can be purchased with special roses instead of ordinary roses, may seem like high-level cards at first glance, but basically they are cards that can be purchased with special roses instead of ordinary roses. There are a lot of cards that are based on 'this becomes one strategy.' If you can think of a combination with the cards you currently have in your deck and think it would work, you should buy it immediately. Especially when encountering Reverie for the first time at that difficulty level, if you can't find a good one in the first four, you should press 'Redraw' at the bottom left. In any case, it is very important to create a ``good combination'' from the beginning.
For example, level 7 'Energy Strike' is super useful because it allows you to land a killing blow during boss battles. Boss battles tend to be long, so this card is very good because it becomes stronger and stronger as the phase progresses. If you like stacking up barrier systems, it's useful because you'll be stacking up the phases.
◆Proactively rescue students
If you see a girl's face icon on the way, you will have to fight stronger enemies than usual, but after clearing the stage you will recover 10 HP and receive 2 cards and an item.
The cards you receive are also quite powerful.
You can get a lot of things like this
◆ Raise the upper deck limit
``Deck Up'' is possible with ``Blessing of Valora,'' which appears at difficulty levels of Gold and higher. Increase the maximum number of cards in your deck by 1.
'Card cases' that you can get when rescuing students are also essential as they can increase the card limit of your deck by 1.
◆XP booster and inventory limit are released as a top priority
Since you'll be playing the game over and over again, it's a good idea to use the 'XP booster' first, and then 'unlock the inventory limit.'
It increases permanently, making battles much easier.
Another good thing about this game is that detailed illustrations like this are inserted into the journey to do something properly.
◆A very useful item to have
・Ester fan club membership card
Estelle can exchange up to 4 items. So, I just exchanged the 4 items I had.
Then I got an incredible item that lowers the HP of all phantoms by 10%. It's also effective against the final boss, so it's like getting a shot from the beginning without any questions asked. It's like getting a discount for one phase, so it's extremely effective.
A similar effect is that the 'Sacred Aura' in 'Valora's Blessing' also reduces your maximum HP by 2, so it would be nice to combine it with this membership card.
◆Do not discard level 2 cards
Basically, a 'tower' type strategy where you pile up more and more cards is more effective than 'compression'. There are many situations where the level 2 cards you have at the beginning are effective.
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