A game I thought I'd love but fails to be very compelling. A combination of unclear and volatile mechanics, lack of rewards for trying to maximize output, and lack of the ability to plan even for the next turn makes the game unfulfilling even when you get out with a chest. For more specific examples, I'm not a fan of the unreliability of card multiplier ramp up. You may plan out your next turn's goal, slip through 5 cards only to find your goal stealth or treasure card had only ramped one point higher. Other occasions they'll ramp to eight after two hops for no reason. If there is a deterministic mechanic behind the differences, it's very unclear. Enemies also move unpredictability. Usually guards move into empty spots you leave behind.. except for the times they just don't and a card is just dealt there instead. You'll have planned to move the guard out of a corner for a next turn wombo-combo, only to just find out none of it mattered and he's still hanging in a corner protected. If they don't move predictably, then their moves need to be telegraphed before the user locks in their move. Lastly, I feel no need or reward to maximize gold retrieved and chest size. Other than leaderboard, who cares? Maybe one more token to advance to the next level earlier? I always feel like I can get out of the level with a chest, so the only challenge is trying to get it to be a bigger one. There's just no viceral payoff when you do, though. The mechanics on the cards themselves I think are well designed. I do also like the equipment cards and their mechanics. Overall though, uncompelled to excel at it or advance much.