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In addition of the enemy having a huge advantage (starting with 6 cards that synergises (there's two ressources cards he has for free that don't even show up)), you have to start the game with a bunch of bad cards already chosen for you and hope his naval blockade won't snipe your few viables choices. The fact that the game start at round 5 make it so some guaranteed cards won't even show up.
I find it hard to believe that someone can beat it consistently even with a full collection. The only "challenge" here is to be favored by RNGesus.
It saddens me that you need to do it to unlock the following ones.
I beat this challenge already but it was a lot of tedious fast forfeit and highly unfun.
This comes from someone who likes difficulty and plays a lot of card games at high level. I'm probably just salty because of the RNG though.
Dev teams close to their community often makes the best games :)
Thanks! If it's still too hard even once you've got a few rivals with 2/3 slots unlocked, let us know and we'll think about adjusting it more.
The "hard" versions of numbers 1 and 3 took me a good 30 tries to finally beat, trying various approaches. Hard version of number 2 was still pretty straightforward.
I finally beat hard number 1 I think using a sneaky strategy, the underworld swapping card did it for me ultimately. I spent forever trying to out-fight the enemy in this one, and it took me a long time to realise that horse thief was never ever going to show up. (That should be made clear in scenario briefing).
Number 3 was hard, but a heavy ranged strategy ultimately carried the day. Valkyries and trebuchets neutralised enough of the enemy for me to win mostly on city conquest points. Had to try several times to get the right draws at the right time, and the right hits using those cards.
I would LOVE for there to be many more challenges / campaigns, perhaps unlockable with lots of gold. We need ways to spend gold! See desktop dungeons for a game design that really draws out the ways of spending accumulated gold.
I'll check out desktop dungeons.
- ANY - anytime
- EARLY - only the first half of round 1
- MEDIUM - second half of round 1, all of round 2
- LATE - all of round 3
This was originally designed to provide some better predictability for guaranteed cards, in particular ensuring that early->medium->late cards would show up in that order exactly.
In practice, I think it works out okay for players. But your use case is valid and a fair bug to report. In the case of the Hard version of the challenges, you cannot guarantee an EARLY card and we should explain that better to players.
I'll make a note to find some way to address this. We'll have to either make the rules more consistent or come up with a way to explain it to players clearly. Thanks.