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
I just created a deck where I put this up first, time to judge ò.ó
The way Money Grubbers works is that it doesn't matter who picks up the card, whoever has the card gains 5 more copper x the amount of piles picked up, up to a maximum of 100 at 20 piles.
So the first gives +5, the second gives +10, the third gives +15, and so on. This is on top of whatever the pile would normally have been worth.
Already this is a great combo to have when Nightmare mode doesn't let you get a free heal every round. Each time it's 400 copper. That's along with the fact you have to worry about upgrades as well.
Both of this statement is correct tho,
the +5 only applies for those who have that card active
But others can contribute too, whenever they pick up coins.
in general 1-2 person should run this card or if you have limited space for deck (mainly because you built around some other role), and you have 3-4 people on your team then this 3 card should be considered scatter around 3 people,
1. Money Grubber
2. Copper Scavenger
3. Compound Interest
the idea is that 1 guy will pick up the coins while benefiting from money grubber +5 up to +100 per pickup while the last guy will gather everyone's coin for 10% markup of every coins the guy have. the last guy bought every upgrade and try to communicate with the other on whether they need some to buy supplies.
That's about it.
Thanks!!!
This is especially true on the higher difficulties, where you pretty much need every card to stay alive. Taking Money Grubbers gives you substantial long-term power, but it makes you very weak for the first few maps, doubly so if you play both Copper Scavengers / Money Grubbers as you first two cards.
Now I wonder if lucky pennies work after money grubbers bonus or before..or if I should simply ditch that 35% chance looks good on paper...
You will have every store upgrade and everyone with all of their slots full out of each saferoom this way.