As you can see in the central part below, the maximum number of cards that can be carried is 12 (although in reality there are 13, since the rock card and the mountain card occupy the same place. We can customize the deck we are going to play. In the deck creation menu (located at the top left of the expeditions menu) *Although this card is not an initial card, it appears so early in the game that it can almost be considered as suchĪfter playing a couple of expeditions to test the game (beyond the tutorial) and unlock some cards, we can start to choose what exactly we want to do. On the other hand, cards whose areas do not add up are the Vampire Mansion (only one vampire appears per square, it doesn’t matter if they converge) and the Bloody Groves* (they only take enemies with less than 15% HP, they don’t add up to 30%). Other cards whose areas are added are the Beacons of light and the Beacons, although it is only a stats up of their effects, they do not produce anything extra. Well, if we add two areas of battlefields we transform the path where they converge into a Path of Blood, where the Blood Clot enemies spawn. READ: Loop Hero The Definitive Necro Guide (Deck + Build + Strategy)īattlefields are useful cards since they give us a very good loot per round, in exchange for the fact that the creatures within the area can transform into ghosts when they die. To get the Flourishing Meadow we have to place a meadow adjacent to a Rock/Mountain/Mountain Top or adjacent to a Treasury. The differences between these meadows are the PS they restore (the Healing Meadow 2PS and the Flourishing Meadow 3PS) and the resources they give us. Keep in mind that once it is empty it generates gargoyles every 3 days.Īs you can see in the image above, there are two types of meadows: meadow and blooming meadow. Every time we put a card around it gives us a random resource, and once it is completely surrounded it gives us a resource bonus and empties. To empty a Treasury we must surround it completely with cards, no matter what type they are. The Camps are generated every 10 Rocks/mountains that we place along the expedition.Īnother important combination is that of empty Treasuries. These creatures are very annoying because of their abilities and they are generated every day, so you have to be careful with them. If we continue adding the number of rocks that we have placed in the game, goblin camps are generated in a square adjacent to the road. This new structure gives us 120 HP and 5 for each adjacent Rock/Mountain, but in return it generates harpies every 3 days. If we place a 3×3 of Rocks/Mountains they will transform into a Mountain Top. The first combination we will consider is the Mountain Top. That said, let’s see what happens when we combine cards, in case one of these has been overlooked. The best way to learn how to play is to play and discover on your own □ This guide is mainly for people who more or less know how to play the game, I simply want to expose some stratagems to optimize the expeditions. I’m adding content as I advance in the game, so comments that help me to build the guide are very useful.Īspects of the initial card combinations. It’s the first time I do this but I think these strategies can help players a lot.
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