Complete "Single Player Battle Royale"
At the start of every match auto play a remain card: "run away". There's a 60% chance of running away in exchange for 10 of your health. You can play this unlimited times, the only cost is to your health.
Loot Choices
Game Plans
Aggressive
- Third Party - Start of the match: deal 10 - 15 damage.
- Contested Position - Start of the match: Discard 1 card from your opponent's starting hand.
- Killing Spirit - Shuffle into your deck: 0 mana destroy a unit. Draw a card.
Defensive
- Edge Play - 2 mana gain 30 armor.
- Patience - 5 mana gain 4 mana and 3 max mana.
- Timing - 0 mana knock-back an enemy.
Stealth
- Serenity - 7 mana gain 5 mana and 2 max mana.
- Best Laid Plans - When you reach 10 mana, deal random 10-30 damage to the enemy and 10-30 damage to yourself.
- Prepared Exit - Increase your "run away" from 50 to 80% and reduce health loss to 20%.
Wonders
Class "wonder". Wonders are automatically played for you at the start of a match. They are not removed and not transferred.
Items
Items are cards that you find as loot and put into your deck. Items are 1 use only, after they're played in a round they will not be available in subsequent rounds.
Best
- 3 mana deal 10-15 damage.
- 1 mana reduce all cost in hand by 1.
- 1 mana adapt 3 times.
- 2 mana deal 3 damage to all enemies.
- 0 mana draw 3 cards.
- 0 mana conjure 3 events.
- 3 mana weapon 4/4 Lifesteal.
- 5 mana force invoke the biggest unit in your deck.
- 5 mana 8/6 unit rush.
Mediocre
- 3 mana deal 7-12 damage.
- 2 mana reduce all cost in hand by 1.
- 2 mana adapt 3 times.
- 3 mana deal 3 damage to all enemies.
- 1 mana draw 3 cards.
- 1 mana conjure 3 events.
- 3 mana weapon 4/3
- 5 mana 8/2 unit rush.
- 6 mana force invoke the biggest unit in your deck.
Poor
- 3 mana deal 5-8 damage.
- 2 mana Adapt 2 times.
- 3 mana draw 3 cards.
- 1 mana conjure 2 events.
- 5 mana 6/2 unit rush.
Rounds
Round 1:
Start with 60 health. Draft from 20 cards, then choose from 3 options:
- Hot Drop - Forest - Meet 2 average enemies. Good loot. Once the enemies are beaten, choice to take 5 of their cards each.
- Medium Drop - Beach - Meet 1 strong enemy. Average loot. Once the enemies are beaten, choice to take their loot.
- Cold Drop - Mountains - Meet 1 weak enemy. Poor loot. Draft 3 cards.
At the end, choose from 3 Game Plans:
- Aggressive - Look for fights.
- Defensive - Only take necessary fights.
- Stealth Tactics - Hide.
Round 2:
- If Aggressive - Fight 2 average enemies. Gain 1 aggression Loot. Gain 2 healing loot. Loot enemy cards.
- If Defensive - Fight 1 average enemy. Gain 1 defensive Loot. Gain 2 healing loot. Loot enemy cards.
- If Stealth - Fight nobody. Gain 1 healing Loot. Gain 1 stealth Loot. Draft 3 cards.
At the end, choose from 3 Game Plans:
- Aggressive - Look for fights.
- Defensive - Only take necessary fights.
- Stealth Tactics - Hide.
Round 3:
Same as round 2. At the end get a wonder and a healing item.
Boss Rounds
Each boss is increasingly difficult. Each one starts with a random health between 50 and 80. Each one can be engaged or avoided until the last boss. After each boss steal 1 of their items and 5 of their cards if you win. Get a wonder after each boss.
- Boss: Ms. Pokemon - Has 1 random mediocre items. 2 random defensive game plan.
- Boss: Dr. Manners - Has 3 random mediocre items. 1 random aggressive game plan. 1 random defensive game plan.
- Boss: Kunoichi - Has 2 random best items 1 random mediocre item. 3 random aggressive game plan.
- Final boss: Froudy Crowdy - Has 5 random best items. 2 random aggressive game plan and 2 random defensive game plan.