Defeat all 12 court cards -- 4 Jacks, then 4 Queens, then 4 Kings -- to conquer the Necropolis. Each court card is immune to its own suit's power (numeric damage still counts against it).
Play one of the following to attack and trigger its suit, or Yield: no card played, no suit power, straight to covering whatever hits back.
Your hand is your health, and it does not refill at the end of a turn. Cards leave your hand two ways:
You never play cards out of the discard pile -- every play comes from your hand. The only ways to gain cards back are ♦ Diamonds and a Joker flip.
Card flow: Deck → Hand → Discard. ♥ Hearts is the only route back, and it returns cards to the deck, not your hand.
A power only fires if its suit differs from the court card's own.
Every power is worth the total of the whole play, not the value of the card carrying the suit. This is the most important thing on this page and the easiest to miss: pair an Animal Companion (worth 1) with your biggest card and that Companion's suit fires at the combined value. A Companion of Diamonds played with an 8 draws 9 cards, not 1 -- and you never had to spend a big Diamond to do it.
Deal exactly enough damage to defeat a court card and it doesn't go to the discard -- it goes face-down on top of your deck, so it's the very next card you draw. It then fights for you, worth its own attack stat: a Jack is 10, a Queen 15, a King 20 -- far bigger than any number card in the deck, and it still triggers its suit at that value. A recruited King paired with an Animal Companion is the strongest play in the game.
Overkill just discards it like normal -- only an exact hit recruits it.
Whatever the court card hits back with (after your shield, if any) has to be covered by discarding cards from hand totalling at least that much. Coming up short doesn't hurt you -- the selection is just rejected so you can try again.
You can flip a Joker mid-attack. Staring at a hit your hand can't cover? Flipping a Joker right then discards your hand and deals you a fresh 8 -- and the attack is still waiting to be covered, now with a full hand. It's the best escape in the game, and you get two per run.
If your hand truly can't cover a hit even after discarding all of it, Last Stand saves you once per run: the blow is forgiven and you rally 4 fresh cards from the deck so you can actually fight on. After that, the next uncovered hit ends it.
Cover a hit exactly -- not a point over -- and your two highest-value cards held: they come straight back to your hand. Everything else you spent still goes to the discard.
So a 2-card exact match costs you nothing at all, while hitting the number with four cards still costs you the smaller two. Overpaying by even one point returns nothing. It's the defensive twin of an exact kill -- precision is rewarded on both sides of the turn.
Defeat all 12 court cards -- 4 Jacks, then 4 Queens, then 4 Kings -- to conquer the Necropolis. Each court card is immune to its own suit's power (numeric damage still counts against it).
Play one of the following to attack and trigger its suit, or Yield: no card played, no suit power, straight to covering whatever hits back.
Your hand is your health, and it does not refill at the end of a turn. Cards leave your hand two ways:
You never play cards out of the discard pile -- every play comes from your hand. The only ways to gain cards back are ♦ Diamonds and a Joker flip.
Card flow: Deck → Hand → Discard. ♥ Hearts is the only route back, and it returns cards to the deck, not your hand.
A power only fires if its suit differs from the court card's own.
Every power is worth the total of the whole play, not the value of the card carrying the suit. This is the most important thing on this page and the easiest to miss: pair an Animal Companion (worth 1) with your biggest card and that Companion's suit fires at the combined value. A Companion of Diamonds played with an 8 draws 9 cards, not 1 -- and you never had to spend a big Diamond to do it.
Deal exactly enough damage to defeat a court card and it doesn't go to the discard -- it goes face-down on top of your deck, so it's the very next card you draw. It then fights for you, worth its own attack stat: a Jack is 10, a Queen 15, a King 20 -- far bigger than any number card in the deck, and it still triggers its suit at that value. A recruited King paired with an Animal Companion is the strongest play in the game.
Overkill just discards it like normal -- only an exact hit recruits it.
Whatever the court card hits back with (after your shield, if any) has to be covered by discarding cards from hand totalling at least that much. Coming up short doesn't hurt you -- the selection is just rejected so you can try again.
You can flip a Joker mid-attack. Staring at a hit your hand can't cover? Flipping a Joker right then discards your hand and deals you a fresh 8 -- and the attack is still waiting to be covered, now with a full hand. It's the best escape in the game, and you get two per run.
If your hand truly can't cover a hit even after discarding all of it, Last Stand saves you once per run: the blow is forgiven and you rally 4 fresh cards from the deck so you can actually fight on. After that, the next uncovered hit ends it.
Cover a hit exactly -- not a point over -- and your two highest-value cards held: they come straight back to your hand. Everything else you spent still goes to the discard.
So a 2-card exact match costs you nothing at all, while hitting the number with four cards still costs you the smaller two. Overpaying by even one point returns nothing. It's the defensive twin of an exact kill -- precision is rewarded on both sides of the turn.