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(1 edit)

This is evil, and a wonderful time sink -- and only the clock is stopping me trying another run~
Not sure I've much of a winning strategy but learning that unused turns could be saved was neat. 
(only wish I could save some cards for an emergency, like substitute)

Edit: oh there is an end (and a 'hp' cap)

I think I might rework substitute instead, seeing how it really only has 1 use case when your number is really low.
I'm not sure there is a way around the hp cap though, since the math gets harder when the numbers hit 3 digits.

Thanks for playing!

To be honest the cap stops you getting *too* powerful at least, and 3 digits would be a bit squashed
(plus you can still drop down by a lot with mismanagement >.>)

yea, I was testing with the negate passive and collide, the player number just went up too quickly