![]() ![]() The duplicates offered will be of three random cards in your deck. However, if you have no duplicates you will be forced to take one. Under normal circumstances, Mycologists will consume a card. Similar to how some events can be failed to great success, some other events have alternative behaviours to ensure you accidentally get screwed over. When picking cards to feed to the campers, consider what your options are if the card survives. You might be able to shed your excess cards, or you might accidentally give them huge power/health. Unfortunately, while there is a mechanism to ensure success at campfires, there is no mechanism to ensure failure. Risk-free double power increases are extremely enticing but, in my experience, you rarely need more than 6 power on any card, and only on a few cards. However, if you get greedy you can sometimes fail Campfires and lose a card.įor this reason, it’s worth considering not murdering the Campers with Ring Worm/Touch of Death in the first map. CampfireĬampfires allow you to increase the power or health of your cards. But your deck may have generally low health or low blood or mismatched kin, and you should try to keep it that way when picking cards. Personally, I try to limit the number of bone cards in my deck. The way to mitigate this is to try and cultivate certain weaknesses in your deck in order to fail trials more consistently. Trial of Kin: 2 cards have matching kin.Trial of Wisdom: 3 cards have at least 3 Sigils.Trial of Health: 3 cards have at least 6 Health.Trial of Power: 3 cards have at least 4 Power.Trial of Blood: 3 cards cost at least 4 Blood.Trial of Bones: 3 cards cost at least 5 Bones. ![]()
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