Reviews / previews
How about some online fantasy-based card gaming?
No, not from Magic: The Gathering. Sanctum is a lot
less ambitious-it doesn't even have sound effects-but
it's eminently more successful.
Sanctum is played on a map with two home bases
(called sanctums) representing yourself and your
antagonist. Each begins with a number of archers and
swordsmen, plus unassigned recruits who can be
trained for combat or mana production. There are also
five neutral towns on the map. Control of these grant
additional mana used to empower spells, so most
games resolve very early into a tense battle for the
town that lies at dead center.
There are six types of mana, grouped in pairs (primary
and secondary) to form all of Sanctum's 12 "suits,"
called Houses. Your choice of House determines the
19 spells, represented by cards, which you can cast
during a game. There are 228 cards available, and
each side builds a deck of 30. (You can incorporate
up to four of any given card in a playing deck, and you
can create and store as many disparate decks offline
as you want, using the Deckbuilder option in
Sanctum's software.) Enclosing cards from other
Houses means more spell diversity but requires
different kinds of mana-which prove more difficult to
supply.
House spells are nicely individualized, much as in
M:TG. Lightning bolts are found in the Nature Deck,
while fireballs are found in War; and each produces a
different damage result. Each House furnishes its own
advantages. Despair can deny your opponent his
movement turn or access to recruits and towns, while
Death summons skeletons, plague, and desert.
Playing different decks assembled from the Houses
requires a variety of winning strategies.
Unlike M:TG,
Sanctum's card palace is somewhat
asymmetrical. Most players going for a win
know that Death, Justice, Despair, and War
work far better than Hope, Life, or Mind-sure
signs that some balancing is still needed.
There are map algorithm problems, too.
While many maps generated on the fly are
reasonably designed, mixing plains, forest,
water, mountain, and swamp tiles, other arrangements appear from time to
time that strongly favor one side. A seasoned player will submit to the fate of
a bad card-draw because they built the deck themselves; not so with the
maps, over which they have no control.
As it's currently structured, Sanctum provides two tournament areas: one that
tracks wins and losses, and one that doesn't. A rating system for players
exists, but you have to buy $20 worth of cards online to be considered
registered. While you can download the Sanctum client and a starter pack for
free (12MB, www.digitaladdiction.com), you'll have to fork over around $60 or
more to be truly competitive in the rated area, but that's commensurate with
most over-the-counter game prices.
Sanctum pleases. It offers armies and
spells, multiple strategies, attractive if
unspectacular graphics, and the chance to
measure up against that most dangerous of
opponents: Humans. It runs swiftly over the
Internet without a hitch. The initial learning
curve is rather high until you acquire
familiarity with the cards, but you can
always study these offline. Now, if you'll
excuse me, I have a challenge pending with
a player from New Zealand.-- Barry Brenesal / GamePro
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