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Blood spec — Sirlin.Net — Game Design

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Blood spec — Sirlin.Net — Game Design

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That’s some serious hurt right there. If you can keep even one Captured Bugblatter on the field along with Bloodburn, that’s now 1.5 damage anytime any unit dies. Your opponent basically MUST kill the Bugblatter. Meanwhile, your Shoddy Gliders have crazy gold efficiency by costing only 1 gold dealing 3 damage…or make that 4.5 damage if you have Bloodburn + a Captured Bugblatter. Crashbarrow doing a ridiculous 6 damage (+ another 1.5?) is just ridiculous.

But you can see the weakness of the plan right there. Bloodburn itself is an upgrade, not a unit that can protect you. Crash Bomber, Shoddy Glider, and Crashbarrow are all things that will die. Captured Bugblatter is amazing, but he needs other things to protect him to survive. You’ll have to string together some kind of minimal defense here or you’ll lose your heroes and your tech buildings to enemy attacks.

As a quick note about the theme of the red faction, look at those last three cards again. So they’ve captured a bugblatter, apparently? And they have some guys who use gliders, but only poorly constructed ones that crash immediately. They’ve also built some kind of battering ram with a lot of spikes, but it it only has 2 HP. Maybe not the best workmanship there. Much of the Blood Anarch’s technology is hastily cobbled together and they’ve recruited (kidnapped?) various hooligans and monsters to fight for them too.

Back to gameplay now. When you find yourself desperate for more cards because all your guys died, try casting Desperation:

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