The core gameplay of All’s Well That Ends consists of 12 combat scenario phases connected by shorter, narrative-driven exploration phases. Played in sequence, these track the story of your characters, their adventures in the Western Wildlands, and ultimately, their fate.
This isn’t a world that has any mercy for the weak or the half-hearted. Nobody will hold your hand, save to drag you into the heat and din of bloody combat.
So the campaign begins.
The options available for your character to perform during a combat scenario are determined by the action cards you draw, and your ability to adapt to what those cards offer you, in a web of tense tactical decisions. Every time you choose actions on your turn, you pay the opportunity cost of leaving at least one other action on the table.
At the same time, the actions of your enemies are informed by a combination of their own card draws and the condition of those enemies. While you can't ever be sure how your foes will act on their turns, you can be certain they'll be a lot less hostile once you've cracked a few of their bones.
Each character follows their own heart into battle, with a range of abilities they have honed in their struggles up until now. But that doesn't mean they always have to play the same way.
Each character is paired with a praxis of the player's choice that determines how they approach combat through a unique deck of impulse cards. Impulses are chosen at the start of each round and will either modify your character's attributes or provide a unique temporary ability. It's important to choose an impulse that pairs well with your intended actions for that round.
Unfortunately, not all impulses are beneficial. Each deck has at least one impulse with negative modifiers, and you need to determine whether you'll flush out the weak ones early on or risk going in strong and having to wrestle with them later in the scenario.
While on most turns you will choose actions from one of your available action cards, from time to time your character will be inspired to exert their maximum effort and chain together multiple actions from several cards in a bloody rampage! As your character gains levels and you access new action cards, you can begin to build your deck to include more rampage options. Though this might come at the cost of some powerful abilities, if played correctly this strategy can enable you to go berserk turn after turn in a sustained orgy of destruction.
All's Well That Ends features a unique initiative system known as the trigger sequence. While the order of player and enemy turns is randomised and hidden on the first round of any scenario, representing the unknowns of the battlefield, players and enemies then take fast or slow turns depending on the icon shown on the card they play. As turns resolve, the turn order for the next round becomes clear, so it is important that players factor in the speed of their cards when they play them. Taking a big swing against a powerful enemy is all very well, but if it means you'll act last in the next round you're going to pay for the privilege. Take a quick jab now, on the other hand, and you might get a second stab before your opponent has time to react.
Combat scenarios are all fun and games until someone loses a limb.
In the aftermath, why not spend some time exploring the Western Wildlands and interacting with the local populace. From Helhope, to Whaler's Wood, the Hot Flats and beyond, there's plenty to do and see that doesn't involve wholesale slaughter.
Exploration phases are where the majority of the narrative progression of All's Well That Ends takes place. If you're not here for the story, that's ok, you can skip ahead to the next scenario, but for those who want the whole experience explorations are an opportunity to dig a little deeper into the world.
Not only that, but success during quests and encounters will often gain the party plot armour. This is added to the round tracker for the next scenario and helps sway the balance of events in your favour. If you placate a rampaging beast during the exploration phase, you might just find it appears to help instead of hinder you in the next scenario.
As you progress between scenarios your characters will gain in experience and power. When you level up in this way, you'll gain access to a plethora of benefits based on your combination of character and praxis.
You might choose to increase your pool of health, swap out your weaker impulse cards for something new or more powerful, or select upgraded action cards that unlock new abilities, stronger actions or more opportunities to issue orders, surge or rampage.
Each praxis also comes with a signature item that can be unlocked and used once your character becomes sufficiently experienced. And on the subject of items and equipment, the higher your level, the more deadly the armaments you'll be able to wield.
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