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Rift Force - Game needs balancing

Posted: 01 January 2025, 23:48
by MapleDeep
I don't know how much this game was tested before it was released, but it is quite poorly balanced in my opinion.
Thunder and Ice are pretty weak compared to other elements. They need to be improved to make the game less luck reliant.
Let's have a closer look:
Thunder can deal 2 dmg to any opponent on the same line which is nice considering you can reach the back line directly. However, it is very rare that you can ever activate the bonus 2 dmg if the enemy moves, your card gets moved, your opponents heals, you card gets killed first, etc. In other words, thunder is relying a lot on other conditions to do its thing, so basically it is just dealing 2 dmg to any opponent in the same row...
Ice is a bit better but same kind of deal. It relies a lot on having an already hurt enemy at the back of the the same line to be efficient. However, even if you pick the plant to combo, it is pretty easy to counter. Just playing a new card in that row negates your chances to activate the bonus for example.

I was hoping you guys from BGA could come up with an update for the next season.
Thanks

Re: Rift Force - Game needs balancing

Posted: 02 January 2025, 00:19
by Frogodo
Hey Maple! I think you are just not looking at it from the right perspective.

The biggest part of the game is the DRAFT. You take ice? Look for Bolt, Plant and Heal(to make sure your opponent doesn't get it).

Bolt is a top tier Guild though. I think you are missing the same thing I missed when I started playing, which is that Bolt can hit ANY card in a column. That flexibility makes them the hardest to hide from.

Even what I would consider to be the worst faction, Crystal, is perfectly usable if you are smart about it.

You're acting like you don't have any agency in the things that happen in the game, but you have to think ahead, break up columns with the same numbers, try to keep your opponents guys to a max 2 of a number and max 2 of a type and they will have really inefficient turns.

I am still learning myself how to play all these interactions, but you should learn how to manipulate the field to give your opponent only bad options :)

BGA won't 'balance' the game though. It's a board game that is licensed, not a video game. The rules are what they are. Try out the expansion if you want more options/potential balancing. I haven't touched it, so can't speak for it.

Happy Elementaling!

Re: Rift Force - Game needs balancing

Posted: 14 January 2026, 11:26
by AliceIsBliss
I played a lot of this game (like 10 Games or more for the moment) and in my opinion the game is pretty well balanced . The only problematic faction in my opinion is one frome the extension , the meteor ones (the ones that makes you draw) because it breaks the core mecanic of the game and let you sometimes draw three card in a turn where you are are already attacking . As someone else said every faction can be useful if you have a good composition around it.

Re: Rift Force - Game needs balancing

Posted: 21 February 2026, 17:31
by ferretpants
Its all in the combination of cards used a team, not the individual power of just one.