A FAQ for the tablet game: Kard Combat, from Hothead Games. |
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![]() Kard
Combat – a Guide by
Tobias D. Robison This
is a Guide to playing Kard
Combat on the iPad and various phones and tablets. Kard Combat is a
game developed by Hothead Games. My advice is up to date, as of
October 18, 2011. I hope my advice helps you to enjoy this
sophisticated game. If you also like to read fantasy novels, please
mine check out. Do
you like to read fantasy novels,
or do you have a friend who does? Please visit my website,
RavensGift.com, for a good read, a good etext, or a good audio
podcast book. Kard
Combat is a marvelous game of
skill. Richard Garfield, a key developer of MtG, helped to develop
Kard Combat. I believe the game was designed so that, at the Master
level, the computer AI can give you a stimulating challenge. There
are superficial similarities
between Kard Combat and MtG that can lure you into making false
assumptions about the game. There is less luck in Kard Combat than
there is in MtG, and here’s the main reason: In
MtG, you start with a pretty fat
deck, and only part of it will be used in a typical game. The luck of
the draw is a big factor. In Kard Combat, you can see the all of the
cards you will have for each hand, and it is entirely up to you to
get to them into play. You can plan ahead in Kard Combat, although
your opponent’s tactics often force you to adjust. Similarly,
your opponent gradually reveals its deck, allowing you to guard
against very definite threats. (To see a reminder of the cards your
opponent has played and may play again, tap the arrow in the upper
right corner of the screen.) This
FAQ discusses the basics of Kard
Combat, and then goes into some of the game’s depths. I assume
that you have already read the in-game help before reading my guide. The
rules of Kard Combat are very
simple. Look at the in-game help, and also look at: Also,
check out the official forums.
Go to: forums.hotheadgames.com/forum
and
click on Kard Combat. Sadly,
the in-game tutorial fails to
explain two of the most important aspects of the game: mana and the
deal: Every
card requires a number of mana
points to cast. (The three numbers on each card, from left to right,
are its attack value, its casting cost, and its number of lives.
“Spell” cards do not have lives or attack values, only
casting costs.) During the game, you get new mana, and you spend mana
to play cards. Managing your mana budget is very important. For
each deal, you get five columns
of four cards each. The leftmost column are cards that can only be
‘cast’ - that is, played - using fire mana. The cards in
the next three columns require, respectively, water, air and earth
mana. Remember this acronym: FWAE. That will remind you of the mana
required by the first four columns. There
are eight other kinds of mana
in Kard Combat. Each deck uses ONE of these special kinds for the
cards in the fifth (rightmost) column. Your opponent might not have
the same fifth column that you have. For example, a “death”
deck uses death mana in column five, while a machine deck uses
machine mana in that column. The
type of mana in column five, and
the specialized cards that go with that kind of mana, gives each deck
a distinct character. Playing the different deck types, or ‘mages’
as the game calls them, will give you very different experiences. The
game developers suggest that you try them all and decide which type
you play best. Different deck types suit different people. Here’s
a tip: if you rarely play cards from column five of a given deck
because they don’t seem very helpful, you probably lack an
affinity for that type of “mage”. By
the way, the best way to try all
the deck types is just to ’unlock’ the whole game. Buy it
all, it’s worth it. “Dealing”
in Kard Combat
works like this: for each type of mana, there is a limited number of
different cards. The game deals you a representative sampling,
spreading out the mana requirements so that for each mana type, your
cards will range from modest to powerful. If you play several deals
as the same “mage”, you will see a lot of similarity in
the cards you get, but there will be variations from deal to deal. These
dealing variations, with the
same deck, can require you to change both strategy and tactics to
win. It’s advisable to take a close look at your deck before
making your first play. In a
given deal, the cards you ‘see’
are the only cards you get. (I put the word ‘see’ in
quotes because the game highlights only the cards you can play at a
given moment. Cards you cannot play at the moment are dulled out,
unless you tap them to examine them.) When you play a card, it does
not leave your layout to make room for another card! It remains there
so that you can play it again, when you have enough mana to do so. When
you play a card, it casts a
spell, or summons a creature copy of the card onto the gaming layout.
Sometimes it’s good opening strategy to play the same card
several turns in a row. One
of the game’s delights is
to fight your way up the ‘tower’ of 33 duels against
different decks with special challenges. During tower duels, I
sometimes spend five minutes deciding on the best move. There’s
a lot to think about. More about the tower, below. One
more note: as in MtG and other
card games, the play of the cards alters the rules. Almost every
generality I state here might be changed by a card in play. For
example, each turn, you get one more mana of each type; but not if
your opponent has a card in play limiting your mana growth. The
attack values, mana costs and lives of your cards can change during a
duel. The game always shows you their current values. Now
I’d like to give you a feel
for what makes the game interesting. You choose your mage and your
hand gets dealt. Study your hand. Look at the most powerful cards,
which will be in each column at the bottom of the screen. Chances
are, playing a few of those heavies can win the duel. But those cards
have the largest mana requirements. If you play cards from the top of
the column (the ones that require few mana to play), you may never
get to the heavies at the bottom of the column. Each
turn, normally, the game gives
you one more of each mana type to spend. If you just “skip”
each turn, your mana will increase until you can play those heavy
cards. But meanwhile your opponent may defeat you. Usually, you must
spend mana every turn, which means that some of your best cards are
unlikely to get into the game. Which columns will you play cards
from, and which columns will you leave alone until they have a big
mana count? Making these decisions, and deciding when to change them,
is a big strategic challenge. For
example, if you play the cheap
cards in your Fire column, you may never amass enough mana to play
the Catastrophe card at the bottom of your fire column. In fact, if
you have a Catastrophe card in your deck, you might decide never to
spend a single fire mana until you can play that card to win the
duel, no matter how tempting the other cards in the fire column are.
And yet, if the best way to defeat your opponent is to mount a quick,
fierce attack, it will be best to ignore Catastrophe and play cheap
fire mana cards that have a more immediate payoff. I
often choose two columns that I
will stay away from at first, to build up their mana, and play my
starting cards from the other three. Sometimes I play several turns
from only one column, letting the other four columns build up their
mana. Your opponent may adopt similar strategies, and what you notice
should alert you to the expensive cards that may attack you later in
the deal. Time
and again, a critical situation
arises that forces you to think. Suppose you now have enough mana to
cast a powerful card; but there’s an even more powerful card
below it. Should you cast this powerful card, or should you be
patient, so you can get to the better card? Perhaps you have a card
that will destroy all of your opponent’s cards in play, but it
will also destroy all of yours. Is that worth it? You need experience
to get good at these decisions. Experience
will also help you to
decide when to ignore a delicious, powerful card at the bottom of a
column. For example, the Behemoth (cost: 12 mana) makes a powerful
entrance into the game, but some opposing decks can easily keep the
Behemoth at bay. It’s sometimes better to ignore Behemoth and
use your air mana on cheaper cards. There
are two types of cards: spells
that do something immediate, and cards that place monsters on the
layout to do battle. There are six spaces in front of you, and your
opponent has six corresponding spaces. Cards attack their opposite
number in this layout (or possibly other cards as well). When
unopposed, they attack the opponent directly, and may lead to victory
by killing off all the opponent’s Life points. Those six spaces
in front of you are not all the same! Thy look the same, but the game
situation-of-the-moment requires you to think about where to place
every monster card. There
are cards that affect the two
cards on each side (damaging them, or adding to their powers). There
are “wall” cards that do not attack the card opposite
them. If you play a wall onto the layout opposite an empty space,
your opponent will probably put a card opposite the wall that has
some dire side-effect (like Squall, which damages all your cards
every turn). It’s harder to get rid of a card opposite a wall,
since the wall will not attack it. Your
opponent has a fixed deck of
cards, just like you. Remember what is revealed to you during the
game, or use the icon in the upper right of the screen to get a
reminder. Try to guess what cards your opponent has, that you have
not seen yet. Be prepared. Some
hands, especially if you play
the Tower challenge, require you to go for a quick kill. The quick
kill strategy requires you to get monsters out on the layout fast
with little regard for defense. When this strategy works, your
opponent is soon near death and unable to concentrate on obliterating
you with powerful cards. When the strategy fails, your opponent
gradually stymies the relatively weak cards you originally attacked
with (remember, those early cards had low mana costs, so they weren’t
very powerful). You’ll discover when your decision to make a
quick attack is wrong, wrong, wrong. The
“Lady of the Water”
card is a key card in launching quick attacks. Its cost is small, so
you can get several of them out there in a hurry. Each Lady of the
Water costs you two life points per turn, and may cost the opponent
five life points per turn. But it’s a mistake to think of that
difference as “plus three in your favor”. In a quick
attack, the question is whether all those fives will be too much for
your opponent to handle. There
are distinctly different ways
to manage a hand, and if you play the Tower challenge, you will have
to learn when to use each strategy. I already mentioned going for the
quick kill. Sometimes you need to counteract your opponent’s
attacks from the beginning, relying on your gradual buildup of mana
to win the game. Sometimes you must focus on stopping your opponent’s
attempts to build mana more rapidly. (Many cards increase mana, or
increase its “growth”, the amount you receive each turn.) There
are many reasons to build up a
supply of mana, and you need to be aware of situations that require
you NOT to spend some kind of mana. For example, if you have played
the Arise monster card, that card can not be destroyed as long as you
have at least ten fire mana. Some cards derive the strength their
attack from the number of one type of mana you have. Sometimes
it pays to “skip a
turn”. To do this, you tap the “pause” icon at the upper left, and then
tap “skip turn”. “Skipping”
means that you will not play a card. Your cards on the layout will
still engage in combat for your turn. It’s tempting to see
skipping as a sign of weakness, and it’s particularly tempting
to feel victorious when your opponent skips. But skipping is
sometimes the best play. You keep all your mana for the next turn,
and you keep more options open. Don’t lose sight of the option
to skip. As
you develop skill in this game, I
hope you will select the “Master” level and let the game
give you its toughest challenge. When you return to the game after an
absence, be careful that the game does not slip from Master back to
Expert level. It can be frustrating to discover that you’ve
just won a few hands against an opponent less tough than you
expected. The
Tower Challenge presents you with
thirty-three opponents. In general, they get harder and harder to
defeat, but you may find that some of the opponents in the middle of
the tower are among the most difficult. The first few are
ridiculously easy to beat. They are just warmups for a novice player. When
you lose to a tower opponent,
you can “rematch” (at once, or later) and try again. The
hardest challenge is to defeat all 33 without a single rematch, but
the basic goal is to eventually defeat them all. (One player at the
forums claimed to beat the toughest deck, Harkus, after 150 tries.) Here’s
a tip about playing the
Tower challenge. Sometimes you will examine your deck, and you will
know that it lacks a card you feel that you badly need. You can get a
redeal to play against the same opponent again, hoping to get the
card you want. Here’s how to do that: play any card for your
first turn; on your second turn, click the pause icon in the upper
left and select Rematch. You’ll get a fresh deal of cards. The
game’s AI is good. The
Master level is noticeably harder to beat than the Expert level.
However, many of the Tower decks are hard to beat because they start
with more mana than you do, enabling your opponent to play powerful
cards early in the duel. Keep an eye on the difference between your
total mana and your opponent’s. To win, you often need to match
your opponent’s mana development, or else win quickly before
all that mana has much effect on you. Read
the words on each card with
CARE! They usually mean exactly what they say. For example if a spell
card says that it will destroy your opponent’s Death mana, it
will be useless unless your opponent has a “Death” deck.
If a card says it takes no damage from spells, that does not mean
that the game won’t let you stupidly target that card with a
spell. As
you continue to play the game, you
will be fascinated by the combinations you can set up with your
cards. I already mentioned playing Arise while you have ten or more
fire mana. Here are a few more: >>With
Arise in play, cast
Catastrophe with 21 or more mana. Your Arise card may be the only one
left on the layout. >>
Play your first two
attacking cards with a space between them, because your third play
will be Belial, which gives those two cards “plus 2” to
attack. (If you place Belial next to Squall, then Squall will do six
damage to every card, every turn.) >>
Make a quick attack with
several Bailiff cards. They only attack at 3, but they build up your
fire mana as you cast them. >>
Using Squall with a machine
deck, you can deal eight or more damage to opponent’s cards
every turn. >>
Use the Nature card to build
up your life, while keeping an important card in play. Your opponent
may discourage you by casting Nature frequently to gain lives. But
generally, Nature can only be cast every other turn, an average gain
of four lives. That gain will seem a small thing if you can mount a
good attack. >>
Cast several Jugglers (cheap
card) before casting a spell that does damage. Juggler is also a
good, cheap, defensive card. >>
When you need to defend
while building up mana, the Hermit and wall cards can work well, even
if they survive only a few turns. The hermit will give you life,
while the walls will damage your opponent or opponent’s cards. >>
Several cards give you
faster mana growth. They tend to be weak on attack, but with several
of them in play, you will get fast access to your heavy cards. You
will discover that it is very hard to beat a deck that generates lots
more mana than you do. Do not undervalue cards that increase mana
growth! There
are a few bugs in the game. A
few cards do not do what their text says. Be aware that updates and
fixes occur slowly, because each update (for the iPad) has to be
approved by Apple. Thanks
for reading! Do you like to
read fantasy novels, or do you have a friend who does? Please visit
my website, RavensGift.com, for a good read, a good etext, or a good
audio podcast book. Please
email suggestions, corrections
and questions to: tobyr21 at gmail.com . I am RavensGift at facebook. |
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