What does this mean for me? You will always be able to play your favorite games on Kongregate. However, certain site features may suddenly stop working and leave you with a severely degraded experience.
What should I do? We strongly urge all our users to upgrade to modern browsers for a better experience and improved security.
We suggest you install the latest version of one of these browsers:
Arms Dealers and Patrons can kind of force you to pick attack/culture cards just to make themselves more efficient. Some cards without either of those may be needed depending on the situation.
Great Council is definitely a powerful card but also expensive and easily punished by heavy attack. In most cases it can beat an enemy with full culture since not only does it provide a lot of culture but it can also allow you to go heavy on attack cards. It's still a late card so it only appears in rounds 3 and 4. I think it's starting culture could be a lot more but provide less culture per distinct card since it's fairly easy to make Great Council a really effective card, in most cases it can reach 15+ Culture which is definitely a problem. It's still needed since a lot of aggressive play gets outscaled by culture i think it's a good card to catchup to early culture advantages since culture points are a pretty big thing. I Definitely like how the card is made to be high risk/high reward but it leans a little too much onto the reward side more than the risk, 5 defense makes it a lot less vulnerable than it seems.
Still think master thief is way too good, decides many games just on its own. For example if it steals a merchant fleet, that is a 22 POINT SWING from the 1 card. That is so out of line with everything else in the game (well except for the other 2 super good underworld cards, Lord of Decay and Graverobber Baron). And those types of Master Thief steals are not rare in round 3, even if often doesn't do that well (average swing might be about half that, so 10-11 points worth).
> *Originally posted by **[Levgre](/forums/715754/topics/695512?page=3#11009755)**:*
> Still think master thief is way too good, decides many games just on its own. For example if it steals a merchant fleet, that is a 22 POINT SWING from the 1 card. That is so out of line with everything else in the game (well except for the other 2 super good underworld cards, Lord of Decay and Graverobber Baron). And those types of Master Thief steals are not rare in round 3, even if often doesn't do that well (average swing might be about half that, so 10-11 points worth).
There are many 10-point cards in round 3, and Master Thief requires a combo to not backfire... so I think it's fine. If you have its combo, it's a no-brainer, though.
Graverobber Baron. Gold advantage is good. Locking down your opponent's choices is good. Doing both is absurd. This is what makes Valkyries and Blind Bolt Throwers very good. Doing both while also having a respectable 3 attack and 4 defense (which means one shot with Valkyries or Blind Bolt Throwers won't take it down).
There is no card that has that sort of continuous effect in the build phase. Fire Catapults is fragile and needs to stick around and simply destroys gold rather than stealing it. Danse Macabre requires an underworld card and is expensive, while also being fragile. Plunderers only hits before war. Guild of Artists is only self-benefiting and limited to only artistic cards. The closest thing is Lord of Decay, which requires a non-optimal card to combo with and only hits cards with culture, while also being more expensive; Lord of Decay has also been mentioned here in the past as a very good card.
Change options: Make it fragile? Maybe. 3 defense instead of 4 would make it vulnerable to Valkyries and Blind Bolt Throwers. Make it steal 1 instead of 2? That would leave it as a very good card but not an absolute game-winner.
Graverobber Baron is just right as it is. It's a unique card that adds a very interesting element to late game, and there are many ways to counter it. Don't let your opponent get training, block or knock out your opponent's skull cards, focus on pacifist cards so there aren't many ruins in the game... To make such an interesting card vulnerable to a very basic no brainer tactic of using Valkyries / BBT would be the worst thing developers could do to a game...
"Many" ways. There are literally two cards that knock out an underworld card (you don't get to pick which one it knocks out, and there's a strong chance they never show up). Your opponent is going to be gunning for training if they've guaranteed GB (which they will) and you can't keep them from pulling it. Blocking is more viable, but there aren't a lot of effective block cards. Watchtower and Scouts are widely accessible, with Fortune Tellers stuck behind high rarity. (and sneaky tunneller eliminates two of them, while also being a potentially more advantageous target for the single ability block Watchtower can provide). Pacifism is rarely a strong strategy and is at cross purposes with your "eliminate their training or knock out their skulls" tactic. You've also not even discussed making it steal 1 instead of 2, or having it destroy 1 and steal 1.
Having played a couple hundreds games both against AI and human players I would share my observations.
1, The game is good and addictive.
2, AI, even normal AI, can play better than most human players. Hard AI definitely. And writing this I do not mean that AI is good... No.
3, Campaigns suck. I do not specify. They are simply not good. Their rewards are also doubtful.
4, For a while I have been feeling the lack of consistency in the game engine. I mean similar effects do not behave the same. Or the description is ambiguous. Details later.
5, Everybody cries about OP and UP cards, but those are just trees in the forest. Check the card types and you can see that the concept of the categories is the womb of all these deviations. See below.
So, consistency or how the things run. I write examples, just think about them.
- Player deploys silencers with some infantry. Silencers remove some ability of an enemy perm all right. In war player has silencers and other cards knocked out. Some other card ruined, so silencers is restored - and remove some ability of an enemy perm again. Whaaat???
- Enemy deploys ruiner of all things. Player deploys watchtower that blocks the ability of the ruiner all right. In war ruiner is knocked out and later ruined - and it starts to decrease the culture of the player's cards. So was it blocked or what???
- Both players deploys a civic card than player deploys spymaster that turns the enemy civic card to spy. Later player deploys watchtower/imperial guard - and that blocks/knocks out the little friendly freshly recruited spy. Why???
- Player has unholy practioner, shock troops and some underworld card. Shock troop is ruined at the end of the round and the unholy practioner restores it all right. Yet it is not ruined at the end of the round as per its description. How come???
- War drums removes all basic attack of some unit that has basic attack anyway. Unit is knocked out but not ruined so restored - with zero attack value! The text of war drums contains the word perm, so it is all right. See something else. Weaponsmith gives some infantry/cavalry 3 attack perm as per description. Infantry/cavalry knocked out but not ruined so restored - without the gained 3 attack value! What is the difference between perm and perm???
- My favorite. We are in the last round. Player deploys dark automata then trainers - and it replaces the dark automata with some random underworld card! The type of dark automata is waste!!! How's that happened???
Category concept. Just focus the types as containers. Every type/container contains OP and UP cards, different prices, armors, attack values and abilities with. Single cards do not count now.
INFANTRY: they should be the main body of your combat force, but they do not meet this target. Cards are rather expensive and not so strong, the abilities are difficult to activate. Not impressive at all. Rather UP type.
CAVALRY: supposed to be the second line of your army, and surprisingly they do this job! Expensive but strong cards with good abilities.
RANGED: cheap cards with moderate attack values and powerful easy-to-activate abilities??? Something went south here hard... Most OP type.
UNDERWORLD: well-priced cards with balanced abilities, though the combat values are rather high. Second most OP type, just because of the negative culture values.
ARTISTIC: I think the prices, the armors and the abilities are all right. There are some outstanding cards and that's it. They support only culture. But that's what they supposed to do...
HOLY: good prices and attributes, but the abilities are weak or difficult to activate or both.
CIVIC: fairly overpriced cards with lotta question marks regarding the attributes and the abilities. They are generally weak, do not support enough or not so destructive, nor the culture is convincing. Definitely UP type.
FORTIFIED: you receive what you pay for: massive tank cards, but some with extreme good abilities. Seems to be OP type, them abilities are decisive.
ECONOMIC: nothing special, cheap and basic cards.
I would adjust the infantry and add them extra attack and armor, and doublecheck the abilities, plus add some negative cultures too. Cavalry would deserve some negative cultures, and so does ranged cards - afterall, these three types cultivate destruction not art. Ranged and underworld cards should lose attack and armor, they are too powerful. Holy cards have just ability issues, so do fortified ones. Civic, that's hard. They need a thorough rework. Artistic and economic cards look all right.
Sure you can think individual modificitions, but still you need a concept that as I wrote above seems to be misplaced a bit. Two examples: graverobber baron is OP, but not because its ability, but because of its ability AND attributes: it is powerful and strong and cheap too; warmonger is just not balanced in my world, its ability is powerful, while its attributes are just not right.
Or you can just accept them funny deviations and use them for your favor and play for fun... :D