As I said, as long as you don't look at the game from a utilitarian perspective, Land of Deception can give you a diverse experience that can't be matched by similar works, and Klei will accompany you through every day and night of the game through the repetitive playability that comes with strategic gameplay.
The development of video games is accompanied by imitation and fusion, a collision between elements and elements. Adding to the details of gameplay and mechanics is often the simplest way to do it, but this combination of elements is also the most difficult skill to control. When two elements are superimposed, who is the protagonist, who is the supporting role, and the number of works that dominate the market is innumerable, how to find the perfect self-consistent balance between the elements is the premise that every independent game developer must overcome before showing the brain hole.
I can't say that "Land of Fraud" is good enough in this regard, but it does achieve a detailed enough division of primary and secondary, and it is invaluable to find the most self-consistent combination point between each fragmented element, so that the main and secondary aspects of the entire game are clear and traceable.

There is a trace, is a general evaluation of "Land of Deception", but also a very clear generalization of this card game, that is, the series of actions you make in the game will have a decisive impact on the overall course of the game, and every action in the game will cause a series of feedback like a butterfly effect, good and bad, so that the game will run like a life-rich world, as if it were an independent world.
Yes, it's a separate world. Every NPC in "Land of Fraud" has a vivid action logic. As a player, if you express kindness to them, you will be rewarded with kindness; if you respond with malice, you will be retaliated with malice. For example, the owner of a tavern will give you more preferential discounts on items and unlock more items because of their favorability; neutral characters will choose whether to take a position in your favor because of their favorability.
If you want to complete a lesson mission, you can even bribe the NPCs around the target to isolate the target, and when the battle starts, you can make these people look at it coldly, so that you can complete the task more efficiently. A series of humanized settings make this independent world come alive.
The greatest pleasure of playing "Land of Deception" comes from this traceable interpersonal relationship, which is to be a leader in the communication world with eight faces, and to solve any trouble with a sentence of "there is someone above me", or to incarnate Shura, and do not move your mouth if you can do it.
What's more interesting is that even if you choose the decisive path of killing, Land of Fraud still provides enough choices to make your way forward with more variety of processes, such as defeating your opponent in battle and further mastering the opponent's life and death power.
In the usual game, the victory in the battle represents the eternal exit of the other side. However, most npcs in "Land of Fraud" have a health limit, and when the damage threshold is reached, npcs will lose their will to fight, making all opponents lose their will to fight, which becomes the third way to end the battle in addition to killing and losing.
In this way, even if you like to fight, you can also leave a line of people, beat people without hurting people's lives, and get rewards through battles, but they can't hurt people's lives. In contrast, if you completely kill an NPC, his friends and relatives in his relationship will become hostile to you, directly from the neutral camp to the hostile camp.
Most of the game content of "Land of Fraud" is promoted in this way, along with the player's contact with the surrounding environment, from a good direction, or a bad direction, to move the whole body, every choice you make in the game, has become incomparably critical, and each round of your game will also show a completely different look, which brings unparalleled repeatability to "Land of Fraud".
It is worth mentioning that this kind of plot advancement will also be fed back to the gameplay, and the quality of interpersonal relationships will become a card of different types according to the characteristics of each character, and join your deck, which has become an important factor in restricting the player's choice. After all, if there is no constraint, then everyone wants to live freely, and every choice will no longer change. The developer's practice of feeding the plot back into the gameplay makes the gameplay more diverse, and sometimes you even specifically target an npc for a buff or debuff card to achieve the ideal card construction.
This makes "Land of Fraud" more of a bd idea than traditional dbg cards, or roguelike cards, no longer limited to a single upgrade of cards, and the diversification of performance brings it unparalleled depth of gameplay, so that card gamers are deeply immersed in it.
But you can also forgo these rewards and choose some gold coins or something else. You may think that gold coins are a more common resource, but this is not one of the more pure card games, don't forget the RPG element of "Land of Fraud". As a resource of gold coins in addition to buying and selling cards, can also be used as a resource for bribery, if you are bent on development and construction, then you can not take care of interpersonal relationships, when your friends want to drink a good wine, you can not always mortgage cards to entertain, right?
The scarcity of resources makes the players of the Land of Deception need to be more cautious, diversified gameplay, and also adds a lot of fun outside the core gameplay to the game.
And this is the best place in "Land of Fraud", the developers have perfectly grasped the balance between the balance elements, so that the logic between the plot and the gameplay is self-consistent and mutually constrained. This makes the plot no longer limited to the background description of the card game, allowing players to actively participate in this hustle and bustle, draw their own symbols for the card construction, and unify the elements inside and outside the game.
This gameplay idea is obviously inspired by dbg games, but with the addition of elements such as roguelike, "Land of Deception" will become more diverse and more agile. When players communicate the game "Land of Deception", they are no longer limited to the intensity of a bd construction, but more like the atmosphere of the story club, to celebrate their great achievements in the game.
This more emotional gameplay guide will allow players to avoid some utilitarian options, which will avoid the boring situation that often occurs in other games, repeatedly choosing the same option for strong rewards.
But balance doesn't necessarily mean absolute excellence, and "Land of Deception" is a perfect fusion of card games and RPG games, and it is this perfect balance that has a not-so-good impact, that is, pure is too low.
As the developer of well-known strategy cultivation games such as "Lack of Oxygen", Klei's application of elements such as cultivation strategies is naturally pure fire, and "Land of Fraud" also inherits the complex depth and strong linkage of the same works, which can be said to play the butterfly effect to the extreme. But this extreme in the card game, but the core combat gameplay presents the same volume, it seems a bit intriguing, at least for those ruthless card playing machines, the proportion of interaction between characters is too high.
This goes even beyond the battle itself, and sometimes the negotiation is better than the outcome of the battle, which makes you play Land of Fraud as if you were playing a galgame rather than a card game. When you spend most of your time running errands and talking, instead of using your own cards for a physical-mentally intertwined fight, your elaborately crafted powerful construction is not as effective as your smooth negotiation between NPCs, which is really frustrating for card games.
But then again, who said Land of Deception can only be a card game? It also has the attributes of rpg, "Land of Fraud" is the carrier of the two kinds of gameplay, how to play all depends on the player himself, the multi-parallel approach, but to give the player more choice space, if only from the perspective of profit and loss, it is inevitable to appear too utilitarian, the player only has to do through various means, ways, to enjoy the game.
The Land of Deception is undoubtedly a success in fusing RPGs with cards. But also because of its too pioneering experimentation, the audience is more sandwiched between the two elements, too core RPG players or card players, will dislike the complexity of the other element. However, such a cooperation product is actually conducive to the development of the game, because it also brings two audiences, unrelated blue ocean users, rpg players began to contact the unique gameplay mechanics of card games, card game players also began to understand the charm of rpg games derived from the plot.
Although "Land of Fraud" is only higher than similar works at the industrial level, as I said, as long as you do not look at the game from a utilitarian perspective, "Land of Fraud" can give you a diverse experience that cannot be matched by similar works, and klei will accompany you through every day and night of the game through the repetitive playability brought by strategic gameplay.