Post
A narrative deckbuilder where talking and fighting are separate card economies.
Griftlands belongs in the roguelike conversation because its negotiation deck, battle deck, relationship perks, campaign structure, and branching jobs tie social consequences to run planning. The run structure is what matters: it asks players to build a plan under uncertainty, then live with the consequences when the run turns ugly.
Example
its negotiation deck, battle deck, relationship perks, campaign structure, and branching jobs tie social consequences to run planning
Why it matters
Griftlands matters because it pushed deckbuilder roguelikes toward story systems and social friction.
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