I legit have one 2 out of the 10+ games I've played. Which is terrible for how much I think I've learned. What exactly is my issue?
I understand that combos are a great way to get ahead, as well as proper strategy, but everytime I think I have a strategy, the other opponent is seemingly already doing something that's either pure luck or completely removing the ability for me to gain any advantage at all.
I feel like I'm missing a key component of how to play. I've read through everything and watched many tutorial videos and I seemingly don't understand what I'm doing wrong. It's really actually starting to frustrate me. Even learning veteran dungeons isn't this frustrating.
The patrons I've come to semi understand. The crow is good to keep on your opponent since it transfers to coin you have. It seems I've gotten a few games where people brute force their way through the win when I get that patrons favor, so alas, I stopped.
The patron that destroys cards seems to be a hit or miss for me, that one gets on my nerves because of the way I've seen people just brute force that one as well.
I really like the patron that destroys agents, however, most agents seem to do absolutely *** all. Maybe I just should try and pursue the other decks? I really need some advice because I'm fuming lmao. Sorry for ranting.
MovesLikeJaguar wrote: »It's a game of RNG. Since you can't build your own deck, you'd might as well be playing War, or Uno but with two players. The best cheap cards will be bought by the first player that has the chance to buy them, with no way of coming back from it. If the game was a 4-person party game, then the problem would be less pronounced. Imo, biggest issue with this game is you can't keep cards from previous turns in your hand. You can't form strategies based on the cards you picked up, since you can't really know or control what you'll draw most of the time. If you kept what you didn't play and drew back up to 5 instead of discarding unplayed cards, there would be far more strategy in this game.
Problem is, the starting patrons are Saint Pelin and Duke of Crows, both are 100% luck based on who ever get the first rolls pretty much as long as both players know the cards ..
It make the game look/feel bad, the other 6 patrons are far less RNG based and require far more skill/strategy rather than pure luck, especially consider its far easier to get the patrons in your favor so its not just about "who get best starting cards and wait for good RNG" but constant fight on patrons every single turn which limit your resources ..
Shame Duke of Crows and Pelin even exist the way they are, both of them should get major nerfs.
MovesLikeJaguar wrote: »It's a game of RNG. Since you can't build your own deck, you'd might as well be playing War, or Uno but with two players. The best cheap cards will be bought by the first player that has the chance to buy them, with no way of coming back from it. If the game was a 4-person party game, then the problem would be less pronounced. Imo, biggest issue with this game is you can't keep cards from previous turns in your hand. You can't form strategies based on the cards you picked up, since you can't really know or control what you'll draw most of the time. If you kept what you didn't play and drew back up to 5 instead of discarding unplayed cards, there would be far more strategy in this game.
MovesLikeJaguar wrote: »It's a game of RNG. Since you can't build your own deck, you'd might as well be playing War, or Uno but with two players. The best cheap cards will be bought by the first player that has the chance to buy them, with no way of coming back from it. If the game was a 4-person party game, then the problem would be less pronounced. Imo, biggest issue with this game is you can't keep cards from previous turns in your hand. You can't form strategies based on the cards you picked up, since you can't really know or control what you'll draw most of the time. If you kept what you didn't play and drew back up to 5 instead of discarding unplayed cards, there would be far more strategy in this game.
So since it's mostly RNG, the main thing is to just spend your coin as early as possible for the best cards and hope that you get good draws?
MovesLikeJaguar wrote: »It's a game of RNG. Since you can't build your own deck, you'd might as well be playing War, or Uno but with two players. The best cheap cards will be bought by the first player that has the chance to buy them, with no way of coming back from it. If the game was a 4-person party game, then the problem would be less pronounced. Imo, biggest issue with this game is you can't keep cards from previous turns in your hand. You can't form strategies based on the cards you picked up, since you can't really know or control what you'll draw most of the time. If you kept what you didn't play and drew back up to 5 instead of discarding unplayed cards, there would be far more strategy in this game.
So since it's mostly RNG, the main thing is to just spend your coin as early as possible for the best cards and hope that you get good draws?
No you have to have an idea what to buy, it should enable you to create combos, which are useful for you. If you just buy any crap which is in the tavern, you won't get far. While there is some randomness to when cards appear in the tavern, you know at least what kind of cards will appear - if you study the decks in use, that is.
The quickest way to get to good cards cheaply is to acquire those cards, which grant you to pick a card up to the value of 5 from the tavern at no gold cost. That is a Hlaalu card and it goes well with other Hlaalu cards - like the agent from Hlaalu which has 1 gold on the left side but another value 5 card to pick from the tavern with a combo. So playing one of these cards and activating the agent by clicking on it (if it he is on the board already), gets you twice a card of up to value of 5 with no gold cost. I fill my deck with valuable cards like this quickly.
So this is just an example for a combo with Hlaalu cards. Combos with the Duke of Crows cards are as well quite helpful, and so are those from Pelin towards the end of the game. Especially the "draw another card from the stack" cards provide the ability to play for quite some time with a huge amount of cards, because more and more combos show up this way.
Celarius combos are somewhat tricky to explain, because they grant a huge amount of manipulation of the tavern and in a preview of your draw stack, you can send cards which you don't want to appear in your hand directly to the cool down pile. So Celarius in cooperation with the Duke's "draw another card" combos can be very powerful.
This game is far from being random - it is based on chance, yes, but to the larger extend on a clever strategy and combos.
MovesLikeJaguar wrote: »It's a game of RNG. Since you can't build your own deck, you'd might as well be playing War, or Uno but with two players. The best cheap cards will be bought by the first player that has the chance to buy them, with no way of coming back from it. If the game was a 4-person party game, then the problem would be less pronounced. Imo, biggest issue with this game is you can't keep cards from previous turns in your hand. You can't form strategies based on the cards you picked up, since you can't really know or control what you'll draw most of the time. If you kept what you didn't play and drew back up to 5 instead of discarding unplayed cards, there would be far more strategy in this game.
So since it's mostly RNG, the main thing is to just spend your coin as early as possible for the best cards and hope that you get good draws?