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Everybody is talking about how bad challenge 15 is. As far as I can tell, level 16 is worse. Since every good burn spell in the game has a high sanity cost, even if you manage to survive for two turns you are very unlikely to actually be able to win. As far as I can tell, your only real shot is to get a starting hand with tons of life gain and elder signs, and pray to god (or cthulu I guess) that you get Arkum Asylum or a Black Sheep to discard, wait for your opponent to go insane, pray again that they get the poisoning one, and finally wait for them to get low enough to kill with one or two burn spells.
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@chocokittybow
I am playing challenge 21 and my opponent has schizophrenia. Thank you for the advice though, I might need it if they go sane and insane again, or it I don't win this time...
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I came back to this game after who knows how long, I've been slowly ticking off each challenge for years. Today I beat challenge 21. I'm fairly certain that your opponent's madness can only be megalomania (+2 arcane and +4taint) every turn. While you also gain the taint from their madness and not the arcane, that is the key to victory. Remember taint cannot kill, so you just need a bit of luck to get in that final hit for at least 1 damage.
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I win when started with Dark Ritual, Elder Sign, Sacrificial Lamb, Mi-Go Surgery and City of R'lyeh and take 2x Professor Armitage, 1x Rise of the Deep Ones Mad Experience in a row. Finished with Dark Young Charge +14 def and +18 arcane
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The impossible badge should only be a hard one. There are a few challenges that require the right deck, both you and the opponent. Other than that, it really isn't that bad. Usually you get instakilled too, its not like you're playing for 10 minutes and dying at the end each time.
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20 tries, 20 times opponent uses Rises of the deep one... Challenge 15...
Why haven't you put some counters? hate it ...
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Challenge 15 is just unplayable, hate that kind of games... Hate when lucky determines that, that just not a challenge, it's just a pain in the neck...
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Okay, guys. I can see, I really can, how #15 can be a bastard, even though I got lucky on my fourth try (he didn't play anything to hurt me until I could survive one hound of tindalos, for some odd reason), but has anyone doing this imp ever been incredibly annoyed by challenge SEVEN? I swear that one took me 70 tries.
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It feels like too many of the cards reward being awful at the game.
For example Yog-Sothoth is absolutely devastating, but only if your opponent is doing better than you; and that card is just a gamble of "will I get Megalomania?"
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Opponent goes insane?
Schizophrenia, they continue pretty muc has normal.
You go insane?
Megalomania, you die in a few turns.
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I have yet to see the "Mad Experiment" card give me anything else than "Go insane" on a matchup with the "you lose if you go insane" stipulation.
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The amount of times the AI responds with Hound of Tindalos turn 1 on the 5 life challenges is truly mind-boggling. If you by some miracle manage to have Elder Sign in your starting hand, he drops Raid or Tommy Gun and you've gone boom. As much as I love the game (and the Lovecraftian lore) itself, all of these 5-life challenges should be on the hard tier of them. @_@
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my biggest complaint is that you can't replay levels you lose, you have to go back to the beginning otherwise very enjoyable game
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I always wondered what are the chances for each of the mad experiment effects? Are they equal or is it rather more likely to become insane?
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-WARNING: SPOILER ALERT- Great game! Impossible badge only 2-3 hrs. (and that includes beating the main game again) and maybe 200-300 retries on challenges (some deaths were instant). All challenges made sense and were trial and error (even 21 remember its a "trick"). But 20 was confounding. How was I supposed to know you need the shotgun to kill him. I guess it makes sense by zombie logic. But there are no zombies in game. And none of the other cards descriptions mean anything. Just sayin. Also thought you needed to kill him by causing "Megalomania" status and then hitting him with a huge blow since his health regenerates. Overall one of my favorite flash card games though despite the confusing challenge. 4.5/5
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@Nippapanca, the opponent already chooses their more or less totally randomly so locking down random selections of their cards wouldn't really affect them at all. That would just make the game even more luck-based since any time you made the opponent go insane as part of your strategy, you'd have to pray they got something that actually hurts them rather than the harmless Agoraphobia.