![]() ![]() But if you spend all your turns running, they'll throw fruit at you. The arena audience will reward you for doing big combos, dealing high damage, using specific moves and will toss in weapons and consumables into the arena mid-fight. Then your weapons later on have single use Power Moves that do various things to cards like "Add knockback", "Hit 3 times", "Gain as much block as you dealt damage", etc., that you can recharge for 50 gold. Daggers stack bleed stat with each hit, axes deal high damage but add a Fatigue card in your deck because they're classified as "Heavy", great-sword are also heavy, are 2-handed and hit 3 tiles in front of you, lances and spears are Heavy and have +1 range, crossbows are +1 range 1-handed weapons that require you to play another attack card to reload, shields increasethe Block value of your cards. ![]() What weapon you put in Alina's hands affect the details of attack cards, resulting in very different runs even with basic cards. Push them, dodge other enemies' charge attacks and explosions, toss fireballs, do whatever you need to get yourself some breathing room. Abilities that lets you knock enemies into walls and other enemies are incredibly powerful, because these enemies will be stunned on contact. You can only play that card as the first card of your turn, to make hit&run tactics more difficult until you get actual movement cards in your deck. It doesn't go all in on making turns into positioning puzzles like Fights in Tight Spaces, but rather helps you smooth out bad turns by giving you a 1-cost Initiative movement card in hand every turn. ![]() Alina of the Arena is a roguelite deckbuilder with added movement and positioning elements, weapon classes that highly affect the functions of your attack cards, and a gladiator theme. ![]()
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