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More enemies spawn with more members, but the scaling is the same. It usually ends up being exactly as difficult with more party members.
I felt that way at first, too. It boils down to two things, really...or one, depending on how you look at it, they're closely related.
First, the default attack and move choices. You'll see them as "2" on either side of the card. You don't need to use the ability on the card, you can use the default 2 melee range attack or 2 movement (depending on upper or lower) if you prefer...doing so does NOT BURN THE CARD. Like, if you use the default 2 movement on a card that burns on the lower half, it just goes into the discard pile, not the burn pile. This helped me so much once I figured it out, since now I could rest and keep bringing cards back that I needed to use for filler or just to move a spot or two but without an ability. So helpful. The tutorial doesn't stress how important those default actions are, imo, but I'm using them every battle, many times. Really extends the life of your deck so you don't run out of cards.
Second. The discard pile is your friend. It costs you one burned card to bring the rest back, so this is where your longevity lies. Try not to burn cards. Burning them often has great abilities, but the battles are more of a marathon than a sprint. Even Spellweaver shouldn't be burning cards with reckless glee, unless it's getting really close to the end of a scenario. With a bit of practice, you can keep working your way through all, or almost all, of the cards in your hand before you need to do a short rest, and have effective turns all the way through. Perhaps not as effective as burning the good stuff right away, but still doing damage and moving and tanking and healing and all that, and having the longevity to make it through the whole dungeon.
Burning cards is what was keeping me from killing things and getting wins. I stopped doing that except in dire need to get something big to happen RIGHT NOW, and now I'm on a 3 win streak. Not some pro gamer skillz or anything, but I'm new to the game and that's what turned things around. Hope it helps you.
I should mention the Restart Round button on the menu when you hit escape. I have no shame in doing this when I accidentally brain fart and click the wrong thing. I just play the round exactly the same to that point (the RNG picks the same random numbers so you get the same result). This is exactly what I would have done in the board game, as I'm there primarily to have fun, not to curse myself for clicking the wrong thing.
Also, I can't stress enough how important it is to have plenty of quality move cards in your decks. Cool attacks don't help if you can't get to the monsters to use them. And, you will be much more likely to get to that final room if you aren't move 2 or 3 every round.
Oh, I could definitely see that. There's a lot of those abilities that make me think, "Yeah, no, not worth it for just helping one merc."
But two players is about the amount my brain can keep track of. And there's plenty of times I lock in my selections and then go to take my turn and say, "Wait, what? I picked BOTH of these for their top/bottom action!" X)
Jumping straight into four can be a little confusing and overwhelming, especially given the rather punishing burn economy of the game at times.
There are also some really specific tricks and tools on certain characters. The mindthief cancelling her augment before a rest if you have an even number of cards (to get back to even on the next draw for an extra turn), how to get the most out of the spellweaver's card reset, and pacing your high movement cards so they're available for the shift to and into the next room.
What starter combinations work well with 2 - and what do not?
https://www.youtube.com/watch?v=Rsk965k5OT4
At the 4:13 mark guy has chart, for what works well for two party members. What is ok, what is bad etc.
Thanks!