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The Lamplighters League takes a shot at approachable turn-based tactics that won’t bury you in percentage symbols

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The first time you send femme fatale Ingrid charging through a line of goons in The Lamplighters League, you feel like a superhero. She has a backhand like a pneumatic drill, and can smack just about anything unconscious with a flick of her wrist. Wait for a few gas-masked guards to bunch together, ease her into position, and knock them down in an instant. When the fighting starts proper, the kicks will come flying too. That is, of course, if she’s standing upright, and not lying down for a snooze as I often find her.

It’s not her fault. On my previous mission to sabotage the enigmatic Banished Court in its evil plan to claim a magical, world-ending tower, I pushed Ingrid to her limit. With one too many bullets flying past her head and sabers swiping in her face, she had a somewhat understandable nervous breakdown. Her reward: A random draw from a magical deck of fatalistic playing cards that alternately helps and hinders your band of pulpy adventurers.

(Image credit: Harebrained Schemes)

In this case, she’s saddled with the semi-permanent chance to be knocked down to the ground at the start of every turn. Such clumsy footwork would be trouble at the best of times, but doubly so when it gets the better of her just as three self-reviving ancient Egyptian mummies spring out of their sarcophaguses—and then, just to lay on the hurt, start intermittently bursting into balls of fire. What luck she has.

Sneak attack

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