It's an open world game and along the way, you make frequent stops at camps, where you can rest and engage in various activities
Where this deck can go against you is the inclusion of a lot of high-cost, uninkable cards that can sit in your hand for ages and slow you down
Characters, who can go on quests to earn you lore, which is how you win the game, but they can also be used to battle other characters to try and slow your opponent's lore gaining down Items, which can give you special actions and abilities Actions, that are the only cards that don't stay in play, and they activate one-time effects and are then discarded Play alternates back and forth between players, each taking their full turn before passing to the next until one player has 20 lore, or a player needs to draw a card a card from their deck, but can't because their deck is empty
Sapphire ink is generally heavy on Items, but this one could be one of the best