

These cards come from a universal deck, determined by which two patrons each player chose at the beginning (more on patrons later).

Using those cards, you can gain gold each turn to buy cards from the center of the table called the Tavern. The way that Tales of Tribute starts is each player has the exact same small starting deck of cards. Instead, Tribute feels like a game of Chess in that both players have access to the same “pieces” on the table, but it’s a matter of foresight and planning (and a little luck) that separates the novices from the experts. There’s no new packs to open, or deckbuilding, or theorycrafting to be had here before matches, so if you enjoy that level of meta in your card-games then Tribute might feel lacking. You see, Tribute is neither a CCG nor TCG since there’s no collecting or trading element to it it’s just a CG. What I did not expect was how much Tales of Tribute (or just Tribute as they often call it in-game) would captivate me with such a relatively simple premise. Did I purchase the High Isle expansion just to play this new minigame? You bet I did. But my passion has, and always will be, video games - so when a game includes a card-based side activity ( Gwent, Triple Triad ) you can be sure that I’ll get invested – sometimes to a fault (I still haven’t beaten The Witcher III because I spend all my time playing Gwent instead of progressing the story).

I also enjoy digital collectible card games, such as Hearthstone and Legends of Runeterra. I’m usually a sucker for TCGs in real life, such as Magic: The Gathering, Pokemon, and even Final Fantasy’s own TCG. That is, until the latest expansion High Isle introduced a new card-based minigame: Tales of Tribute.
