Recently, card games appear in serious quantities – there are almost more of them than moba. These games are very different, but they have one base for all. Therefore, we decided that it is time to make out the basics of the genre and the principles of conducting a card fight. There is something to talk about there.

We did not intentionally pay attention to the basic knowledge completely. We are sure that you know without us what a map is, that the deck is compiled from the cards, and the set of cards at your current disposal is called a hand – and all the like. This guide is dedicated to a slightly higher level (although still basic) things that are not so easy to understand at first glance for the game.

Fundamentals

The most intelligent and smart in KKI is determined on the card duel. Duelians are usually supposed to use a deck of cards with different properties, to ruin something or kill someone-usually an enemy fortress or enemy hero. The effects of different cards can be formed in the lots of combinations, and in order not to stay with the nose, they have to be taken into account. Sometimes the ornate rules of the game and mountains of tricks, which also cannot be deprived of attention, are added to the trouble – again so as not to stay with the nose.

► after deafening success Magic: The Gathering In the early nineties, KKI suddenly became popular, but on computers they began to actively appear after almost a dozen years.

Handering terms

► In the illustration: Hearthstone: Heroes of Warcraft

1. Removal (Removal). Map to eliminate other cards. For example, instantly killing, returning this card to the hand or causing deadly damage. This is a starfall. A rather convenient and flexible thing: can apply two units of damage to all enemy creatures or five at once, but someone alone.

2. Control (CONTROL). The style of play in which you do not give the enemy to implement his plans. The magician very inappropriately froze our knight dansa – we could kill them with a azure dragon, but frost does not allow him to attack this move.

3. Temopo (TEMPO). You use powerful cards before the opponent. For example, a druid from Hearthstone can get out of another mana and due to this, say, say, a senior grizzly, while the opponent barely scraps energy for some murloks. Druid, which focuses on such tricks, is called the Tempo-Druid.

The length of the matches in different card games varies: somewhere they can end in a matter of minutes, somewhere they drag out for half an hour and longer. First of all, the pace of the party depends on the presence of removal cards among the cards. Such a small, it would seem, detail in the fundamentally changes the sensations from the game as a whole: when your expensive hippo can die in an instant from the inappropriate enemy spells, you involuntarily give preference to cheaper cards that brings instant benefits. So, for example, c Hearthstone Removing a strong monster from the field is easier, and that is why fast, inexpensive and aggressive decks are popular there, which increases the dynamics of battles.

► Card games for the most part step by step, but Battleforge, For example, it was played as a real -time strategy and did not suffer from this at all. However, such games are already a slightly different story.

Without removals, matches become more measured, viscous. Unable to cover the army of the opponent with some kind of meteorite storm overnight, you pinch off a piece behind him. This is not boring, no – just played otherwise. Let's say, Faeria, Largely thanks to an almost complete rejection of martial magic, it opens up a strategic and tactical scope by an order of magnitude wider than in the notorious Hearthstone. But the price of this room is time. The battle in the Faeria can drag on for half an hour, if not for an hour.

► c Scrolls there are plenty of removals, but the battles are still long. To break through the opponent’s army to enemy totems, it takes a lot of time.

Handering terms

► In the illustration: Might & Magic: Duel of Champions

1. Agro (Aggro). Aggressive strategy: you come with all your might, taking a little care about your own safety. This accurately characterizes the tactics of Voodoo Wins Casino demons from Duel of Champions.

2. Wip/Nyuk (wipe/nuke). This is when all creatures on the field die in one move. Forbidden flame is one of the best in terms of price ratio and “cleansing” spells in Duel of Champions.

3. Topdek (Top Deck). A map at the top of a deck that will lead you to victory or turn the combat course in your favor. They also say that, when you have no cards in your hand and all hope is only for a successful change.

What is an opponent capable of?

In KKI, a significant role is played by knowledge of match-up-that is, the possibilities of the enemy deck. Somewhere without this you can do it calmly, but in the same Hearthstone and a lot of where the match-up is a defining factor for victory.

For example, knowing that the priest knows how to pronounce the words of darkness, destroying creatures with an attack from less than three or more than five, you can try to put monsters on the 4 and thereby protect yourself from removals. To do this, you can use, for example, enhancing spells or congenital abilities of some monsters – like a manazmey or adventurer. Say, too closely? Perhaps. But the sheepskin is worth the dressing: in the card games on the account, each such small victory.

Fantasy Rivals It looks uncomplicated: it does not need to think about the match-up, nor about stabilization. Nevertheless, strain the gyrus, calculating every sneezer sneezer, it is so that after three or four matches you desperately want to put a compress to your forehead and swallow something stronger.

Hand control

In order to succeed in this, in no case should you forget about the stabilization of the hand. Even if you have collected a breathtaking force of the deck, without a good tributary of cards, it is nothing more than waste paper. To bring it into a divine form, you need stabilizers cards that allow you to take from the deck out of turn.

Hearthstone was once considered a bad tone not to use a penny dwarf that issues an extra card when calling. As a result, it was weakened, and now cards like the bloody magician Talnos are in fashion, which do the same, but better. However, it is also harmful to get involved in stabilization – get too many dwarfs or cards like a “sprint” (it only replenishes a hand, does nothing else, but it costs horror as expensive and takes up a place in the deck), and sooner or later quarrel from a lack of shock force.

In many games, control of the opponent’s hands is no less important, but this, like much more, is a topic for a separate article.

► The meaning of some KKI is only in well, and the battle is automatically. Once the color of this suck was closed Planetstorm And Warstorm , And now they were replaced Berserk: Cataclysm And Confrontation.

The importance of good luck

No matter how much you won over the deck, no one is insured from bad luck … although its meaning is greatly overestimated. Cartheld failure is like Dotra’s “crayfish”: the root of all problems. I took the wrong card – Fortune was to blame, I blew with a bang – and again it, damned. And that fiery storm was used on a squirrel, and it was not at all that I accidentally threw the zipper into his fighter!

Of course, the player is to blame for the misfires, and only he. And if he thinks otherwise, he can’t see his victories as his ears.

► In the “Draw” and “shed” modes popular in KKI, the value of Fortune increases one hundred. There you make a deck from a recruitment of random cards.

The unbalanced composition of the deck, non -conceived moves, a careless analysis of the enemy’s strategy – most likely this led to defeat. You need to look for problems in yourself – then, and only then, everything will be able to fix it. Good players did not become good because they were always lucky. They know how to extract the maximum benefit from the most slippery situation, while the beginner blows mistakes even in the best situation. You have to learn to analyze.

Handering terms

► In the illustration: Scrolls

1. Meta-game (Metagame). Means a fashion for specific cards and tactics that has established among the players. So that your deck is successful, it is useful to take into account the current meta. So, recently, aggressive decks began to meet often in Scrolls, so I included protective structures – cool the ardor of particularly assertive troops.

2. Malligan (often – Mulligan, from English. Mulligan). Retake of the starting hand – as a rule, the whole. But, for example, in Hearthstone you can replace only unwanted cards.

* * *

Congratulations, now you are familiar with the basics! This leadership is still the very small part of what you can tell about card games, but if you like the material, in the next article we delve into strategic tricks and share the key tricks for card duels. Maybe you are interested to learn more about any specific game? Leave your reviews and we will definitely continue the cycle!

By Magic: The Gathring to Hearthstone: How to Play Collective Card Games

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