Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Minor bonuses are often overpriced, but forging a single risky die into draw 2, refresh and other big sides and copying it 2-3 times is the easiest way to go pretty much win the game with infinite turns.
If you're not seeing the value here, consider a die that has two powerful damage-dealing sides mixed with a variety of utility (Light Shield, Draw, Reroll, Discard, etc) and more damage. Now consider a deck of around 8-12 total dice where 3-4 of them are all this same die. That's what a typical forge-heavy run is capable of.
In the general use case of buying because you like the effect or want to negate a specific negative die effect, its overpriced, but because there's other places to go as alternatives to forging (certain random events aside), its not an issue.