Hexarchy

Hexarchy

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Why start with Charge and Mobilize?
Charge and Mobilize are really great cards, but aren't the greatest in turns 1-3. Unfortunately, hey're in my starting deck, so they often get put into the firewood pile! What I wouldn't give to be able to store cards in a library, or have a way to set a card aside in a way that allows me to have that card later, and not just burn it when it's inconvenient.

I propose that there be a card storage system that costs gold every turn you keep cards there, so you can retrieve them. Or alternately, have the option to recover destroyed cards in a later tech, but you have to choose to take them at the time of researching or they stay out.
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Showing 1-3 of 3 comments
John MTS  [developer] Feb 10 @ 6:06am 
We considered several ideas like this but ultimately decided to keep things more straight forward given the short duration of the games. Your choices in the game are generally intended to be decisive and permanent (again, because of the game's duration).

Mobilize isn't in your starting deck though it's unlocked early. It's great for using on Settlers in the early game.

Charge in the starting deck is so that attack moves can always be an option regardless of your tech choices.
Phoenix Feb 12 @ 1:55am 
You might mean in addition to, but just to mention it there is a way to store cards (you can drag cards into the resource storage area) and there is a second copy of Charge you can get.
Last edited by Phoenix; Feb 13 @ 4:02am
Shpungo Mar 17 @ 6:38pm 
I'd just like to add my personal input which is that mobilize is one of the most powerful earlygame cards. You should be mobilizing every single settler you can, as it makes a huge difference in accelerating your economy.
Also, in multiplayer matches, I will often mobilize and charge a warrior on turn 1 or 2 in order to capture a capital city which has spawned within 3 tiles of my own capital, which happens more often than you might think. Therefore it is crucial to have charge in your deck for these occasions.
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