Who’s for a game of Picards?

The beauty of cards is that they can be anything.

you’re free to slap together a working game with them in a couple of minutes.

Two ships fighting with shields raised in Breachway

Take 12 blanks, doodle some faces and landscapes, and lo, you have a procedural narrative generator.

Make some duplicates, invent a few rules and lo, you have systems.

It’s all just hoarding number cards and multipliers for the opportune moment, right?

Cover image for YouTube video

What is a corvette, but another kind of fungus?

Thankfully, Breachway makes the deckbuilder format its own.

It’s off to a fine start in early access.

A view of a ship in the ship selection screen in Breachway

The problem is less the cardgame than the surrounding roguelite element.

Sounds robust, yes?

As robust as a freshly plucked bouquet of enoki, sizzling on the campfire with some cider and butter.

A starmap with some dialogue text in Breachway

Ah, but I’ve found solar system traversal quite dry so far.

Each turn, you’re dealt a random handful based on your (upgradeable) reactor output.

Ion bolts knock out shields and suffuse the victim with static electricity, eventually causing systems to misbehave.

A starmap in Breachway

As such, they should be saved up and timed to coincide with instant-effect cards.

Periodically, the generic rhythms of the deckbuilder format assert themselves over all this wanton Star Trekery.

There’s none of the sheer eccentricity ofCobalt Core.

Two ships fighting in Breachway

If Breachway can manage that, it will satisfy me more than any chantarelle ever could.