If you haven’t gotten an adder or ringworm by the end of Map#1, then you might want to pass on future ringworms if there is a good alternative card available (the adder is fine, it can always be sacked for its poison sigil). Items 2,3, and 5 affect the egg sigil, explained later. These are probably also going to be your goals for the the initial card acquisition locations, although going for a good low-cost striker card (wolf cub, mantis) will influence you more than the other criteria. Get cards from different tribes that you don’t have.Get cards with good sigils (cockroach, magpie, field mice, warren).Get cards that cover some of the harder to find stat numbers (4 attack, 5 health).Get a card that can do 2 or more damage (Wolf cub counts, and it is an excellent pick).These first two cards will influence how the first part of Map#1 plays out. I haven’t figured out if his choice of eight is biased in any way to give you a more playable selection of cards (see the FairDraw discussions about the “Invisible Hand” on the deck - the whole game is a bit of a mindf***, so don’t assume anything is completely random). The first location on the map is the trader, where you get a limited ability to customize your deck with a choice of two common cards from whatever selection of eight the trader deals. Kaycee’s Mod introduce a wrinkle where you start with three name cards and two rabbit pelts. This is the challenge and why I like this deck the best. The obvious downside to choosing the egg deck is that three of your cards are going to be useless for offense, and scoring damage could help you win* (citation needed).
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