I suppose that by now the description “like Puzzle Quest, but with X” is an entire genre. Runespell: Overture is like Puzzle Quest, but with a card game based on building poker hands. The basic mechanics are as follows: You and an opponent take turns, performing a default of three actions each turn. Most of these actions will be spent rearranging cards, either stacking face-up cards from your side of the playfield or stealing unstacked ones from your opponent’s side (both gaining them for your own use and preventing the opponent from using them). When any of your stacks contains five cards, you can use it to attack the enemy. Better poker hands do more damage: a pair does 8 hit points, while a five-of-a-kind does 20.
Mind you, the fact that it’s a fantasy-themed game using standard playing cards has me wondering if it reminds me more of Faerie Solitaire than of Puzzle Quest. It all comes down to depth. Puzzle Quest provided the possibility of pursuing various different strategies, and gave us enemies with different attributes that required different approaches. Faerie Solitaire remained pretty much the same throughout.
I haven’t got very far in Runespell yet, but so far, it looks like it’s somewhere between those two cases. As in PQ, there are spells, things that you can spend your actions on that take the tactics of combat outside of the card game, or that enemies can use to gain distinct powers. But in PQ, half the joy of the spells was the interplay between the spells and the match-3 game, each affecting the other in nontrivial ways, and I haven’t seen that in Runespell yet. I’ve seen damage spells and shield spells and spells that prevent the opponent from casting other spells, but nothing that affects the cards directly, or is affected by them. So it could very well be that the underlying card game is always basically the same, something that could be swapped out and replaced with any other hit-point-based combat mechanic that takes place over multiple rounds. But we’ll see.