The challenge is a puzzle to be solved, as is a prosecution or defense, and its solution calls for a precise sequence of moves with little room for error, as do the same. The raiders can't be fought off by one man, and justice is beyond the power of any one man (in that when one man dictates the law, we tend to call it unjust). The layout is fixed, and justice is above all else consistent (at least in common law, to its detriment). The challenges aren't named after tarot cards for nothing. I don't agree with him, though, because chance and justice don't mix. OP has some ground to stand on in calling out a game of chance for suddenly turning into a puzzle game for one level. It's a static puzzle in a game with only one other (Devil) in what's otherwise a game of chance and mitigating chance, so it's not laughable, trivially dismissable, to call it out of place. Originally posted by Dargenom:I will agree with you that Justice is notably more difficult by virtue of not becoming easier as you unlock more cards, but to criticize its design is laughable in my opinion. I think that's a sign of design weakness, and it's a pretty frustrating one to face as a player. Every other challenge at least tries to change up the locations of stuff (High Priestess has different locations for blizzard, avalanche, and blessings Strength has different locations for swamps, stirrings in the mires, and even exit points the one where you're saving civilians in the city from plagues changes up where the streets are and where the burning parts are). I find it pretty damning that this is the first (and only?) challenge to have a static map layout where everything (dealer's cards) is in the same location every playthrough. It's more fun (and faithful to the way HoF typically works) to have more than one way to run the gauntlet. I wouldn't mind if it was possible to get the gold in more ways if it meant beefing up the raiding parties somehow to compensate. It's not the difficulty I'm talking about, but how the conditions for winning are so tight that there's basically like one way to win, barring maybe variation in one or two steps.
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