Agreed on the retain piece for sure, if retained cards are supposed to decrease the amount of cards drawn, this should at least be clarified somewhere on the card.
ProjectGrantwood
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It’s totally possible to do it with a very minimal deck :)

I think the trick was to get the extra two scorium cards and the aquifer pretty early and just upgrade, upgrade, upgrade while trashing my worst ore/two worst scorium cards. I nabbed the creature around round 6-7 which was key to triggering big score hits with the katzite, even when it didn’t collide with the amber on the initial turn. By rounds 9-10 I never played my ore cards except to add value to the katzite.
It took me a few runs to win, this one’s actually kind of tough to get your deck balanced and requires you to focus on different goals fairly fluidly throughout the game.
I know the dev is focused on Get Yoked right now, but it would be interesting to see more randomness and/or mechanics added to this game - maybe slight variations in the starting fridge, random food offerings with special mechanics, that kind of thing.
Neither here nor there - I love how thinky this game is, but kind of hate the theme. I’ll play it anyway because the thinky is so strong.
I just found a pretty niche interaction: a Loan with an Always Be Closing attached. This makes the base price 0$ (because -30 + 30 = 0), which increments to 10$ as soon as you buy it. Because the price is positive, the Loan’s 20% interest actually causes the perk to gain money each round. I’m not sure if this is intentional or not, but if so, it was a neat find.
I don’t think I would have read “Circle Back” that way, but definitely can see where Siorn is coming from. It occurs to me it might make sense to flip the phrasing to something like “Make a copy of the first perk you sell each round.” Does that have the same ambiguity?
The only edge-case I can think of there is that after you buy Circle Back, it will still duplicate the first perk you sell after you bought Circle Back - even if that’s not the first perk you sold that round. That might not matter too much but I thought I’d mention it.
Finally managed a win on the new update! This one’s a fun one. The new visual effects “juice” up the game quite a bit, and I love the fact that you can now “deckbuild” with the flippable cards instead of just perks.
A couple thoughts:
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360 Degree Feedback should definitely be a rare perk. With the ability to buy Eyes, it’s too easy to upgrade your cards to an epic level very quickly.
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I’m not sure if this was always the case, but I never knew that card upgrades persisted through the entire day, and I’ve been playing this game A LOT since the very early versions. This should probably be clarified somewhere.
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Jerry was creepier before the update. The baggy eyes and the fact that he’s shorter (or is sitting lower in his chair?) seem to humanize him - I was more afraid of him when he was a smooth-skinned alien figure that seemed to tower over me and felt like he filled the screen, with his stitches just barely visible in the light. Now he’s just my angry boss with a head injury. He also felt more powerful without a gun. The gun additionally humanizes him somehow. Sunbright Pharma felt more indomitable when it didn’t rely on mortal methods of person disposal and silly mustachios.
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On that note, the change of the desk from some generic plastic/metal to wood, the additional office equipment on the table like the desk lamp and the stapler, and the “warmer” lighting all make the atmosphere feel more… “cozy”, and less claustrophobic. The previous atmosphere felt more electric and uncanny, and the Jerrys somehow hurt more.
Speaking of goldmines, I don’t think that they actually function as per the card description (I’ve used them to win so many times now, it’s actually shocking I didn’t notice this before).
The card text states “Gain 3 of a chosen resource for each resource card in your deck. Currently: 13”
I have a deck with 10 resource cards (The 4 original scorium, 5 ore + 1 additional ore I bought at the last shop). When I played the goldmine on an ore, I received +13 additional ore. So while that “Currently: 13” number is consistent, I’m not receiving 3 * 13, and I’m not sure where the 13 is coming from to begin with.
Great game! I managed to win with a goldmine strategy, supported by a lot of card-draw (pretty much had a few of every card that drew cards in my deck, but with a higher ratio of 0-cost cards like isopod, helmet, ingot, and minecart) and energy generation (furnace, smeltery, salamander, cave koi). Only had one walkie-talkies to support several goldmines, but it worked very well. Final deck size of 76.
EDIT: Beat the game again today with the same strategy - multiple goldmines + one walkie-talkies and a hell of a lot of energy generation and card draw. It’s a pretty easy combo to get going and supports larger deck sizes (this win was 69 cards in total).
It’s totally possible to win even if “increased exit cost” is your first Jerry Rule - I’ve done so at least once, and I don’t think it was because I had been particularly lucky otherwise, or anything like that - but it definitely puts you at a greater disadvantage compared to some of the other Jerry Rules if it’s the first one you get.
Since the last update, I experienced a bug with the “Brevity” perk:
- I received “Brevity” as part of a promotion. It triggers once when I start the Placebo round on a Loan, as it should.
- Brevity is triggering every time I flip a card now. I breeze straight to 1000mg and make enough money for the exit before I hit 21:30. Definitely a bug.
EDIT W/ UPDATED INFO:
I sold the Loan, causing Brevity not to trigger. The bug I described above no longer happens. So I’m guessing the bug has something to do with the Brevity being triggered by the Loan at the beginning of the round, maybe because Loan is also triggered at the beginning of the round? I didn’t get to experiment with this using any other perks that would trigger Brevity, so I don’t know if it’s just the Loan that’s doing this. I’ve played with Brevity before and had it functioning normally, but this was before the most recent update.
SECOND UPDATE:
I managed to get a game going where I had two perks triggering Brevity (a Loan and a Blink), and this caused me to gain +2 multiplier every time I flipped a card. So I think Brevity is just triggering on every card flip instead of just at the beginning of the round.
This game is big numbers, and definitely a lot of fun for the first few playthroughs! I found that the "end round" button was actually a key part of the strategy toward getting huge numbers, because it means you can leave more tiles open for the pieces you want to place as the rounds continue. This makes the game incredibly easy once you start intentionally ending the round with lots of tiles left over and have an engine built around 1 or 2 territory types. I'm currently on round 42 and am able to win the rounds by placing only one piece per round because I've buffed up my mountains enough that this is possible. I don't foresee any end to the game at this point, and my point total is currently in the trillions for each round, as well.
A couple ideas that might help the game feel more challenging:
1. Adding an "antagonist" that maybe fills unused tiles occasionally. Or some sort of negative events that slowly disable the tiles you currently have on the board?
2. Scaling the price of tile rerolls in the shop with each reroll. Maybe even in a way that extends between rounds - meaning if you rerolled in a previous round, the price of a reroll in the next would be scaled higher.
3. Having some of the "buyable" tile pairs have at least one "non-territory" square (i.e., one that doesn't do anything for your points in any situation), especially if the other tile in the pair is powerful.
4. Maybe this is a reach, but having some "special effects" on tiles have a downside - i.e., instead of "Territory Type get +2 permanent points", something more like "Territory Type gets +2 permanent points, and Other Territory Type gets -1 permanent points", or similar.
for the most up-to-date version of Fara, check out https://nightly.playfara.com