
Hand of Fate 2
Part tarot reading, part dungeon crawl, part brawler: if you can forgive combat that never quite catches up to its own atmosphere, there's a genuinely strange and absorbing adventure buried in these cards.
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About Hand of Fate 2
I keep coming back to the image of sitting across a candlelit table from a masked stranger who is calmly describing how you are going to die. That is Hand of Fate 2 at its best, and it is genuinely unlike anything else in the genre. Defiant Development took the board-game-as-dungeon-crawler skeleton of the first game and layered in 22 distinct mission-challenges, each with its own rules, objectives, and personality. One asks you to gather resources and fortify a fort against a barbarian horde while still navigating the card table. Another has you working out which of three suspects is plotting a murder. The variety in mission design is where the sequel earns its stripes, and the deck-building loop that sits underneath it all is consistently satisfying: you curate your personal deck of encounter and equipment cards before each challenge, which means that a failed run teaches you something concrete about what the next one should look like. The framing is the soul of it. The Dealer, voiced with gravelly theatrical menace, wraps everything in a dark-fantasy narration that gives even mundane card-flip moments a weight they would not otherwise have. Companion characters join you over the course of the campaign, each with their own short story arc, and their presence in combat adds passive gambits and the occasional active assist. The token-progression system for unlocking a card's full potential rewards repeated play without feeling punishing about it, and the sheer breadth of encounter types keeps the board-game half feeling alive longer than the first game managed. Here is the honest part: the combat is where patience gets tested. The arena brawling pulls from the Batman Arkham freeflow template, and it does so with noticeably less polish. Blocks occasionally fail to register. The camera can be awkward in tighter spaces. Enemy variety is limited, and the later challenges compensate for that by piling on numbers rather than adding genuine tactical complexity. For a game where you can spend thirty or forty minutes building toward a run, dying in a combat section that felt cheap rather than difficult is genuinely deflating. The randomness compounds this. Hand of Fate 2 is designed around chance as a first-class mechanic, which is thematically perfect and sometimes mechanically infuriating: you can plan your deck with care and still find a run undone by a cascade of bad dice results in the opening cards. That said, the experience of sitting inside this game's atmosphere is something I would not trade. The card-table aesthetic, the Dealer's running commentary, the way each new encounter card feels like a small piece of lore being handed to you in the dark, it all adds up to a mood that very few games bother to construct this carefully. New players, or anyone who never touched the original, will likely find the most joy here. Veteran Hand of Fate players may find the Dealer less magnetic than his predecessor and the narrative thread less focused, but the mechanical improvements are genuine and the challenge variety is a real step forward. Go in knowing the combat is the weakest link and you will find a strange, slow-burning thing worth your evenings. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 10/7/8/8.1/Vista (32 or 64 bit)
- Memory
- 4 GB RAM
- DirectX
- Version 11
- Storage
- 4 GB available space
- Graphics
- Intel HD Graphics 4600, NVIDIA GeForce GT 630, Radeon HD 5670
- Processor
- 2.4ghz Intel Core 2 Duo or equivalent
Recommended
- OS
- Windows 10/7/8/8.1/Vista (32 or 64 bit)
- Memory
- 4 GB RAM
- DirectX
- Version 11
- Storage
- 4 GB available space
- Graphics
- Intel HD Graphics 5200, NVIDIA GeForce GT 750, Radeon HD 7800
- Processor
- 2.66GHz Intel Core i7
Reviews & Ratings
Game Info
- Developer
- Defiant Development
- Publisher
- Defiant Development
- Release Date
- Nov 7, 2017