So, we’ve talked about the basics of the Hero Player’s role. They have a 30 card deck, and need to make it through 10 levels. Card conservancy is the name of the game, but strategically playing cards is a big part of that overall strategy. To jump, you discard from your deck. To play cards from your hand, you just play them.
Now it’s time to talk about the World Player. I want to talk about how the World Player’s budget works, and what that implies about the World Player’s strategies. And I want to talk about tags.
The World player draws 3 cards and gets 5 points. They then spend those points to field cards, thus constructing a level. Now, in my example videos, I used the same couple cards each time: Meat Babies, Brick Walls, Brick Floaters, and the recently revealed Meat Punk. So, let’s take a look at those, quickly. A Meat Baby costs 3 to field. It’s basically a generic mook, but it comes with 3 tags: meat, baby, swarmy. Those are good tags! A Meat Punk only costs 2 to field, but it comes into play with a pathetic one tag: meat. Both the Brick Floater and the Brick Wall cost 2 to field.
So, on my first level, I can field a Meat Baby and a Brick Wall. Or a Meat Baby and a Meat Punk. But, that’s a pretty easy level to clear. No matter how I set it up, the Hero Player can overcome it with two jumps – or worse, he might be able to play a clever card to beat the level at an even more minimal cost. Clearly, this “draw 3 cards and get 5 points” business is nonsense. I’m going to need more cards and more points.
Enter the World Player’s goal: you need to get more cards, get more points, and harry the Hero in the meantime. Now, let’s look at some examples of how you might go about doing that.
First, there are some cards that are helpful in and of themselves:
Power Source (cost: 1)
Duration: World
Discard Power Source from play to gain 2 points.
Advanced (cost: 3)
Duration: World
Draw an extra card at the start of every level.
Consortium of Power (cost: 1)
Duration: World
Instead of starting every level with 5 points, start with a point for each card in your hand.
There are a few cards like that, which are designed to potentially fit into any deck and help boost its cards & budget. Power Source is a great play to make early in the game – you could play a Meat Punk, a Brick Wall and a Power Source all on your first level. That’d leave you with the potential to spend 7 points on your next level. Advanced is a bit more costly to get out there, but will pay off in the long run.
Consortium of Power really isn’t a generic, “good in and of itself” card. It’s the kind of card that you build a deck around. Think how awesome it’d be to have a deck that let you draw nine cards a turn, and Consortium of Power would be there, awarding you 9 points for it. You’d effectively eliminate the budget-generating need, and be able to focus more succinctly on the card-generating need. It’s a fun card to think about, albeit probably not as good as the other two examples.
Now, we’re brought to the other type of card that generates resources for you. The tribal one. The one that’s driven by tags. You see, each card has 1-3 tags associated with it. Those tags get referenced and “plugged into” by other cards. Sometimes to boost an effect, sometimes to generate points, sometimes to do other stuff.
So, let’s look at a couple of the resource-generating cards that reference the “brick” tag. It’s one of my goals to bring slightly different themes to every tag. Bricks are thematically tied into masonic conspiracy theories. Masons are weird cultist brick magicians. Bricks obey non-euclidean physics and bizarre geometries. Sometimes, they float without reason or conceal dark histories. And finally, bricks don’t seem to stay put.
Foundation (cost:2)
Duration: World
Gain 1 point for each “brick” in your discard pile.
Still Good (cost: 2)
Duration: World
When drawing cards at the beginning of a level, also scoop one “brick” from your discard pile.
Masonic Summons (cost: 3)
Duration: World
Play one “brick” for free every level.
All Fall Down (cost: 4)
Duration: World
At the end of each level, you may discard a card.
If you do, all “brick” cards with Float stay in play for next level, but lose Float.
You may re-arrange them when constructing your level.
All Fall Up (cost: 4)
Duration: World
At the end of each level, you may discard a card.
If you do, all “brick” cards without Float stay in play for next level, but gain Float.
You may re-arrange them when constructing your level.
A skilled World Player will be able to construct a veritable maze of “brick” cards over the course of their ten levels. At least, that’s the hope. I want to build a deck that combos All Fall Down and All Fall Up, letting me keep all my bricks in play for every level, constantly building up a bigger obstacle course.
So, is it optimal to just build a deck of nothing but bricks, nothing buy mud, nothing but ogres? In ways, yes. However, bricks have a limited range of abilities – you can’t re-arrange bricks mid level, for example. Plus, they all have the “brick” tag, which means that a single Hero card with “bash any brick” or “all cards with a chosen tag” could leave you devastated. So, there’s strength in focusing a World deck on a single tag, but there’s also great vulnerability.
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