Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
(4 edits)
On another note, I think the obstacles could be enhanced by providing a form of cover for cards behind them. The game is considering them as under the player's control, if I have a creature behind one it cannot attack it because "only the creature farthest in front may attack." Similar to taunt, obstacles could protect characters behind them from creature and commander attacks, aside from fliers or special commander attacks. 

This is already in the game.  It just happens that you have always been playing melee followers.  There are followers with the Sniper ability.  Those followers can shoot from behind rocks and behind other followers.  There are also flying units, (flying ability) that ignore obstacles.

Some of the Beast cards, at least, aren't balanced the same way the player cards are. For example, the Ghram Rager costs 1 Momentum for a 1,1 and it has Charge, a powerful ability that is the equivalent of a free turn. To get a refresh, the player needs to spend a card that, from what I've seen costs momentum and penalizes the target card. 

You think Beast cards are overpowered?   I find them quite comparable to the other cards.  I recruited some Ghram Ragers, I didn't even put them in my deck, I had better things.  It is a 1/1, so you are wasting a whole card, to put a 1/1 on the board.  The only thing it trades well against, is if an enemy drops a 3/1 or 4/1 follower.    I think its quite easy to keep board control in fights against Beast enemies.

Enforcer seems well balanced at 5 for a 6,6 with an ability that troublesome, AND it can't get onto the table for a couple turns even if the player takes advantage of obstacle benefits.

Enforcer is one of the most Overpowered cards in the game.  The ability it has (damaging stuff around it) is actually a huge bonus.  Being able to clear obstacles with it, and thus open up new lanes for followers to use, saves you from attacking your own obstacles.  A 6/6 for 5 momentum is already ridiculous...  and then it has a very good ability.  I include Enforcers in every deck I've made.    I once had 6 of them in my deck at one time.   

Obstacles don't protect characters from things, and ranged characters other than snipers can't fire around them. Melee characters on the other team can hit the character behind the obstacle just fine.

My point about Ghram Rager is how fast it comes into play. Its a 1,1 that costs the same as Quick Shot, does the same damage, but can also be improved. I've been wiped by beast deck when it gets the right combo out in the second or third turn and starts playing 0 and 1 cost cards that get to attack immediately, receive bonuses for being beasts or other buffs, and manage to keep me from keeping anything on the board long enough to attack.

I've gotten a little mileage out of the Enforcer, I think its particularly interesting how different your strategy and impression of the value of different cards is than mine. 

I thin my deck out before leaving the starting camp, usually to 15 or 12 cards, holding back almost all the 5 cost and most of the 4 cost cards. I keep usually one 4 Momentum card and one Warrior Monk, a 5, but I focus my deck on 2s and 3s. Depending on draws, I usually keep it cheap and fast. For equipment and skills I look for Armor and low cost abilities, I avoid the machine gun and the beam laser and they usually don't pay off for me.

In play I discard anything I can't bring out at the first or second turn, I usually prefer to see a wild hand or a sapper. My best play is with lots of low cost cards reinforced with cards that improve all of them, and protected with a Taunt. I prefer to whittle down the enemy before the momentum is high enough for them to bring out anything I can't handle. 

That's the strat I've developed so far. I've been dealing with each of the factions I've met fairly consistently. I think it speaks to the game design very strongly that multiple strategies are valid, and that for them the various cards have different merit. For my strategy, the Enforcer is so expensive that I likely won't be able to play it, and it would do too much damage to the cards I'm using at the time.