PCPOWERPLAY

Monster Train

MONSTER TRAIN is a card game from Hell.

- Slay the Spire By Jody Macgregor

Hell is empty and all the devils are here. By here I mean on this train, teaming up with monsters to fight angels across the frozen wasteland that used to be their home, until they reach Hell’s heart and relight it with the last Pyre-flame. Surprising­ly, the game beneath that wild idea is a deckbuilde­r so similar to if I hadn’t seen the creators of both talking chummily on a livestream I’d have been a bit suspicious.

Where Slay the Spire had relics that changed the nature of a run, Monster Train has artefacts that sometimes have basically the same abilities. STS had unlockable difficulty levels called ascensions, Monster Train calls them covenants. I found myself not minding the lack of originalit­y, though. It feels like playing a sequel that builds on its predecesso­r’s ideas.

But it does have its own quirks. Instead of choosing a hero with their own deck, you pick two clans, combining their cards like colours in Magic: The Gathering. Some of these clans are charmingly odd, like the Melting Remnant (living candles) – though others, such as the Awoken (plant people) are a little uninspired.

And each battle takes place over four levels of your train – three platforms where you summon monsters and a pyre at the top that has to be protected. Packs of angels enter at the ground floor and any you don’t kill march up a level.

Like every deckbuilde­r, the point of Monster Train is to discover combos. My one successful run with the Hellhorned clan relied on a cheap imp who gave 15 points of armour to whatever it was summoned behind, which I upgraded with the ‘endless’ trait so it could be summoned over and over, then set off with a card that let me sacrifice an imp for a mana point. I repeatedly summoned and detonated that imp behind a champion I’d upgraded with a slay ability – every time he got a kill his attack power increased. By the end of each round he’d have an obscene amount of both armour and attack, dealing hundreds of points of damage each turn.

When you find a combo like that in a deckbuilde­r you feel like you’re cheating, like you’ve sneakily broken the game. It’s a fun feeling. In Monster Train you quickly reach bosses with hundreds of hit points and powerful debuffs, then realise you haven’t cheated the game at all.

You’ve done the bare minimum to play competentl­y.

Between battles the train tracks split, each path taking in several points of interest. One path might let you upgrade spells, heal your pyre, and purge two cards from your deck. The other might let you upgrade units, score free money, and duplicate a card. Duplicated cards keep whatever upgrades you’ve put on them, which is one path to those obscene combos.

RAILROADIN­G

Even more than other deckbuilde­rs, Monster Train encourages lean decks purged of the chaff you start with, so your best combos go off every turn. The way to play isn’t to discover a combo halfway through your run and adapt to it, instead you have to plan one from the beginning and then build towards it with the right upgrades. You even get told in advance which variation of the final boss you’ll be facing so you can modify your plans.

That can make the randomness even more frustratin­g. There are three upgrade paths for each clan’s champion, but you’re only offered two of those paths per run. Any run where the Hellhorned champion doesn’t get the slay ability from the off is one I abandon, because I’ve never made either of the others work.

Circling back to Slay the Spire, its rhythm of stumbling across powerful combos by chance feels more elating when it works, and has more tension when it comes down to the line. Monster Train is a lower dosage of the same hit, though it scratched the same itch for several enjoyable hours and the first couple of covenants, and is an easy recommenda­tion for Slay the Spire devotees.

Like every deckbuilde­r, the point is to discover combos.

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