Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
not repairing doors depends on chef getting diplomabot early enough in game.
if you concentrate thinning the chefs deck then thinning the engineers deck to just a few 'necessary' cards. a lot of players told me they destroy the cook cards and get the dumpster dive. dont be afraid draw a leftover if a card is needed more on another character.
too many 'extra' cards can be just that.
most 'unessary' cards should be gone late game in chefs and engineers deck.
I know how to win this game but I cant win every time.
I rather draw a leftover than a card with no power sometimes.
Your zapmart is mostly for holding ingredients for when your chef is ready to cook them. sometimes i draw leftovers on cook if theres cards that engineer want. sometimes you may try to buy a card and trade it to engineer. u kind of almost have to have a feel for what cards to take. over time it gets easier. I find mostly i play for fun. winning isnt as important since i beat it once.
this game has given me a lot of enjoyment.
there seems to be at least a few strategies that work on this game or a combo.
I would say find where you strategy is weak and experiment a bit. a lot of things done in this game requires some thinking. thats why i enjoy it. if you play and just play without some logical thinking you will never win dragon sweat. I find I can change strategies sometimes and approach game at a different angle sometimes. best thing to do is find little things that get you closer. but for the most part it boils down to honing and channeling out cards you need and dont need.
although ingredients add value the common ingredients dont add power. so think twice when drawing these. I wouldnt mind giving a few more rare ingredients to scientist and engineer for the power and if chef has his dumpster dive researched i can cook a lot of ingredients piled up on like scientist.
Captain:
Claw and Claw of duty are very good.
researching both overdrives when you can and at least one backtrack for when you need get back to planets towards the end of your travels.
sylk helps some on captain but he doesn't always get enough at the right time. i would say just a few be all he needs.
you might try to get him an xray but its not always a great card but i get it if no other card to add to zapmart.
Chef:
He mainly needs to get his ingredients and cook them I try get him a dumpster dive and destroy his cook cards and most all his taste of futures. taste tests i use almost every chance i get.
i like to get flambes early as possible to destroy unneeded cards in mainly chefs deck and engineers deck.
I try to get him one or two gamma toasters.
2 powergloves are nice help to chefs deck.
exchangatrons are a very nice card but Im leaning more for getting power gloves.
I never put sylk on chef unless i plan on trading it to engineer.
diplomabots are nice to have on chef because he usually has a small deck so can play them almost every turn. I try get 2 these on him if possible.
diplomabots and gamma toasters are very versatile if you dont need them they can be used as power to cook.
science:
I research his breakthroughs if I can. but other cards are more important. they do help keep research costs down.
his mimic card is kind of nice If i use it i like to mainly mimic power gloves.
I try get sylk and remotes mainly from zapmart and sometimes ingredients if chef has dumpster dive.
sometimes i will get an xray on scientist.
engineer:
i like get one power glove and 2 gamma toasters on engineer.
It seems better to research his duct tapes than quantom cores. but its more a preference. dont need to research 3rd wrench unless you have bad luck with pirates.
sometimes i like to get the ingredients on engineer with +2 power and +2 value. just a couple sylk here and there is all he needs to repair or gamma toast.
for the most part engineer and chef should try keep small decks and get a little value in engineers deck with ingredients. it seems for drawing ingredient cards a lot of them can be drawn on captain and science.
dont over do cards that draw more cards like power gloves and claws. i did this once and had engineer with about 5 gloves and toasters. it was a long thai hot game i eventually won but took almost 200 turns lol. Remotes seem to work best on captain or science to help the other two characters. but its a little flexible how you draw them. captain might be best candidate for remotes.
my best games as far as time are at 80 turns. as far as difficulty levels this game it seems to be just a lot more disasters on thai hot and dragon sweat so its more or less you almost need a perfect game to win. a few bad moves at wrong time can make a difference. I sometimes play medium if im longing for a win and a little easier time at winning.
I do think that if I didn't lose to losing all my health, I would probably run out of time to cook everything. I forget just how important discard dive is for other crew ingredients.
Im debating wether i should keep his hall pass or not. seems he kind of needs it to assist other chars. or can bring cards to burn to him. theres a couple ways to play chef with or without hall pass. I experiment with both.
most players probably lose more than win at this game. its still fun though.
My general strategy:
I agree with most your post. Personally Im not a fan of cheating or reloading to get better luck. I have had events like reboot, spacetime flies, and all things realitive put my game at abrupt stop. I admit I have cheat at this game. but seems more fun to make it without cheating. i use ask around as much as I can. Foresite can help learn where science research needs to be. But have you tried ignoring most of science and engineers lab and focus on getting mutate and most the chefs job cards researched. u can repair a lot without cores and duct tape just a few sylk and a gamma toaster. engineer can do well with just 4 cards and the rest his cards destroyed. theres a few aproaches this game is winnable.
As for Ask Around, I always use it until I have the entire route scouted because knowing what lies ahead is important for optimizing your turns as the Captain, as well as nearby planets because you can get unlucky with an EMP that you can't dodge.
As for skipping Quantum Cores, I haven't tried that yet, but mathematically it doesn't really make sense to me until mid/late-game, when you've cleaned out your decks. Even if you assume that you unlock the third Wrench, the two Quantum Cores (12 Power for the Engineer's deck) costs 7 Power for the Scientist, but it already costs 9 Power for the Scientist just to give 3 Power to somebody else's deck. The Quantum Cores become even more useful later if you can afford Exterminator. On Dragon Sweat I think you'd need to be quite lucky to survive on mutations alone along enough to even get to the point where the Engineer's deck is clean, but it's possible if you're able to both find and afford card destroyers early enough.
I just didnt know players could cheat on multiplayer thats the first i heard it.
Its fair to say cheat or not cheat does seem make a difference. :)
I've talked about my thoughts on good play on these forums and in someone's guide. It's pretty close to what is discussed above for the most part, but I almost compulsively get ONLY the Wrench for the Engineer, and only after Foresight has identified it (no turn restarts.) Some good luck is required for sure. The game WILL beat you up, the best thing to do is to prepare for the big hits by taking smaller sacrifices early on. You don't have much margin to spend, and you need to be aggressive beyond "safe" limits because of the time limit. Sometimes the Pirates can be very helpful - think out of the box and use your Captain for repair, too. Having The Chef take a junk card, which he can fairly easily destroy, to save a decent Zapmart offering for The Engineer can be helpful.
Above all, thin aggressively. Destroy the least critical card. Never pass the opportunity to destroy a card (99% of the time.) Research no card that isn't a CRITICAL Job card for the Engineer or Captain. You can take some chances with The Chef (because he can destroy the non-critical stuff he gets) and Scientist, but don't drive up the Scientist's cost too much until he has the Breakthrough to keep the costs possible to reach. Have good luck, some of it you will have to make, and some bad luck you will have to prepare for. Pay attention to every detail and consider the consequences.