The Card Crawl content update is available now! New ability cards, new Modes, unlockable Avatar-Cards and Dealer. You can get Card Crawl for $0.99 until the 14th of June. This is the first content update for Card Crawl. Based on your feedback and input we have added several new features to the game.
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Arnold Rauer's for is Solitaire for those of us with dice in our bones and Bags of Holding in our hearts, albeit on a much, much more simplified scale. The object is to clear the deck of cards the big monster dealer Hoerni lays out for you. Your character has 13 hitpoints, two equipment slots, and a backpack to store an item. There are potions that heal you, coins that add to your total wealth, weapons and shields, special abilities, and, of course, monsters. Each round Hoerni deals four random cards from his deck, and you need to remove at least three of them before he deals more.
So, even if all the cards available are beneficial, you'll still need to get rid of three of them to proceed. Do you discard a spell?
Waste a potion? Sell equipment to the shop to earn its value in coin? If you drag a monster directly on top of your hero, she'll slay it, but her hitpoints will decrease by the monster's total remaining life. Dragging an equipped weapon on a monster card damages it by the weapon's point value, while dragging the monster itself onto an equipped shield will subtract the shield's point value from the damage the monster does.
There is always a fixed amount of cards and their types in each deck, you just don't know when they'll be dealt, so surviving 'til Hoerni's hand is clear takes planning, thought, and a bit of luck. Win, and you can keep your gold to be spent on unlocking more cards at the shop. Celebrate by attacking the darkness and cracking open a Mountain Dew. One of the great things about card crawl is that it's easy to learn, but compulsively playable in that 'one more game' style thanks to each match typically only taking a couple minutes to play. The beautiful storybook illustrations lend a fantastical bit of morbid charm to the atmosphere, and the whole interface is clean and easy to use.
The downside, however, is that even with the unlockable special abilities, Card Crawl still starts to feel repetitive after a while, and you'll yearn for more monsters to spice things up even if they just give you something else to look at. Luck still feels like it plays more of a role than it should of at times, with the order in which cards are dealt potentially meaning you burn through every available potion and piece of equipment and are left of an insurmountable mound of monsters. Unlocking new cards does help, since the variety of abilities forces you to think how and when to play them in order to maximize their effectiveness. Taken purely as a variation on Solitaire, Card Crawl is clever as heck, with a standout style and simple yet rewarding gameplay. Card-based strategy isn't exactly an untapped genre, and this one may not be as expansive as some.
With its gorgeous, ghoulish presentation and simple yet addictive mechanics, Card Crawl is still a likable, fun addition to the genre we'd love to see get even bigger.Card Crawl (iPhone, iPod Touch, iPad). Please consider creating a Casual Gameplay account if you're a regular visitor here, as it will allow us to create an even better experience for you. You may use limited for style:(a href, b, br/, strong, em, ul, ol, li, code, spoiler)HTML tags begin with a less-than sign:.
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Feb 28, 2018
IntroThe purpose of this guide is to offer advice on trying for the 250 gold achievement. Before you dive in, please be warned - even if you really like the game, you might not enjoy trying for this achievement. On top of a solid plan and knowledge of game mechanics, you'll need a very lucky draw where everything lines up perfectly. This could take dozens if not hundreds of attempts. So please do not consider this a guide to guaranteed success! If you're still interested, read on - and good luck! Making Your PlanIn this section I'll discuss things I wish I had known or thought about when designing my deck. If you want to figure out your own Ability loadout, read this section but don't continue on to the next. In Constructed mode, your Ability card draws come at fixed points.
So if the cards you've chosen have any positioning or timing tricks, plan ahead to set up the board as best you can when your next Ability draw is coming. For example if you're hoping to draw Equalize, you'll want to make sure you leave a high value card in slot 2 or slot 3. Note that if you use an Ability that changes around cards in the deck, like say Worship or Stab, in my experience the turn count number stayed the same, but the card count would be changed by however many cards you'd added or removed from the deck. You'll need a lot of luck and careful hand management in order to draw everything you need in a decent order without still dying at the end. You might want to define scenarios where you give up a game early and restart, to avoid spending time in doomed runs. If you're holding Ability cards for your combo and you have to throw stuff away, try to throw away coin cards. You'll need every heart/shield/sword to not die. With shields it's best to take a couple of points of damage to fully destroy the shield ASAP. You don't want a shield you can't get rid of clogging up a hand slot. One final piece of advice is to think about how you can chain Ability cards to make them multiply values, or give you an extra swing at cards you've already used. That's it for the generic advice, if you want to make your own plan this is your exit point. If you want to see what I used specifically, read on. My Plan - The BasicsThere might be other approaches that are better, this is just what worked for me. These are the Ability cards I used: ![]()
And here's the way the plan works: Feast either the Bounty or the Fortify while they have big neighbors. Then Mirror the Feasted card back into the deck and double it with Faith. Use the buffed Bounty on the last turn - and don't die! Easy peasy right? Well sorta. Your Ability cards have to come out in near perfect order (Feast, Bounty/Fortify, Mirror, Faith is optimal). And then you have to survive, which ain't easy when you're monkeying around with positioning and using slots to store Ability cards for multiple rounds. Read on for a more detailed description of the strategy I used. My Plan - StrategyThere's a few key strategy points that can greatly improve your odds. If I'd gone in knowing these things, maybe I could have cut my attempts in half. Then again, when there's so much luck involved, who knows! As a reminder, Ability cards are drawn at fixed points.
Remember to add 1 to the card count numbers after you use Mirror. If you pull Bounty or Fortify before you pull Feast, you need to leave them on the board. One of those two has to be boosted for this to work. If you draw Feast, you need to stall until Fortify or Bounty has high value neighboring cards. Save Mirror until you have something Feasted. If you have Bounty on the board and you draw Fortify (or vice versa), you can Fortify the Bounty. Feast still works the same on the Fortified Bounty. If you have Feast + Fortify, and Bounty is on the table, if there's a non-monster next to the Bounty use Fortify on that. The value will get rolled into the Bounty via the Feast. Only play Faith when your next draw will contain an Ability card. If you use it early and see Fortify/Bounty, make sure it will land in slot 2 or 3. Late game, hold it to try to double a Mirrored + Feasted card. You can get away with Feasting + Mirroring a solo Fortify or Bounty. Makes it harder to catch with Faith though, so it's better to combine them before Mirroring. My Plan - BailingI found that there were several failure cases, where I might as well bail on my run (pause + restart) because a particular draw had doomed me. This isn't mandatory, but in the name of time you probably should consider it.
You could also consider bailing any time you see anything outside of the optimal order (Feast, Bounty/Fortify, Mirror, Faith) but I think some of the different orders have a decent chance. ![]() Final ThoughtsSo I guess I'll wrap up with some thoughts about this achievement and the game in general. Through all the luck and unavoidable failures, trying to reach 250 gold was a lot of fun. It really made me think more about my choices of Ability cards, and about card timing and placement choices. I found some of the other achievements and quests less fun than this one because they required 10 repeats. Having to keep going after I'd already achieved the goal once made the repetition less enjoyable. Still it was good having something interesting to do beyond the base game modes. Now that I've hit 250, I'll probably mess around in Delve mode a bit (although I dunno about reaching level 15!), and then move on. It's been fun, Card Crawl. You May Also Like:
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