Editing Hearts' Game (Guide)

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The single most important thing to remember about Hearts' Game, before any talk of strategy, is that every action, succeed or fail, makes progress toward a reward. Winning and losing rounds does not affect this progress. Put another way, '''it does not matter if you win or lose!''' Yes, failing checks is hardly pleasant, and there are unique one-time rewards for amassing enough victories in particular ways, but all that is unimportant in the grand scheme.
 
The single most important thing to remember about Hearts' Game, before any talk of strategy, is that every action, succeed or fail, makes progress toward a reward. Winning and losing rounds does not affect this progress. Put another way, '''it does not matter if you win or lose!''' Yes, failing checks is hardly pleasant, and there are unique one-time rewards for amassing enough victories in particular ways, but all that is unimportant in the grand scheme.
  
The majority of this guide assumes you will be playing to win, but victory is by no means required, or even likely. The key point is that even with relatively low modified stats, one can profit as a casual murder-game player!
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The majority of this guide assumes you will be playing to win, but victory by no means required, or even likely. The key point is that even with relatively low modified stats, one can profit as as a casual murder-game player!
  
 
==Mechanics of Play==
 
==Mechanics of Play==
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|Carry||{{TableList|Progresser|Support|Support}}||The preferred setup for many Kings, this is a backloaded setup where two units set up for a much stronger unit to win the game in just a few heavy hits.
 
|Carry||{{TableList|Progresser|Support|Support}}||The preferred setup for many Kings, this is a backloaded setup where two units set up for a much stronger unit to win the game in just a few heavy hits.
 
|-
 
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|Hyper Offence||{{TableList|Progresser|Progresser|Progresser}}||This one is a strange build and will be smacked around by Counterplay quite a bit: extremely not recommended for Embalming runs. But certain combinations can actually make respectable progress with no Preparations and no skill checks whatsoever. It doesn't matter if you get hit with that nasty Burden if you were never rolling against your skills anyway, after all!
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|Hyper Offense||{{TableList|Progresser|Progresser|Progresser}}||This one is a strange build and will be smacked around by Counterplay quite a bit: extremely not recommended for Embalming runs. But certain combinations can actually make respectable progress with no Preparations and no skill checks whatsoever. It doesn't matter if you get hit with that nasty Burden if you were never rolling against your skills anyway, after all!
 
|-
 
|-
 
|Wildcard||{{TableList|Synergist|Synergist|Support}}||Some builds rely on one character's unique gimmick very heavily and are built around it. You may be collecting Priests for the {{IL|Accomplice: Fool of Audacities|Appearance=Fool of Audacities}} or collecting Boons for {{IL|Accomplice: King of Ambivalences|Appearance=King of Ambivalences}}.
 
|Wildcard||{{TableList|Synergist|Synergist|Support}}||Some builds rely on one character's unique gimmick very heavily and are built around it. You may be collecting Priests for the {{IL|Accomplice: Fool of Audacities|Appearance=Fool of Audacities}} or collecting Boons for {{IL|Accomplice: King of Ambivalences|Appearance=King of Ambivalences}}.
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Example team strategies that follow these archetypes are provided in a subpage of the guide.
 
Example team strategies that follow these archetypes are provided in a subpage of the guide.
  
Here is a cheat sheet for what each Accomplice can offer in terms of archetypes for when you are drafting. Remember: '''it is not necessary to fully utilise every Accomplice's kit.''' It is perfectly viable, for example, to take a King solely for their ability to build Preparations and never actually use their damage-dealing options.
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Here is a cheat sheet for what each Accomplice can offer in terms of archetypes for when you are drafting. Remember: '''it is not necessary to fully utilise every Accomplice's kit.''' It is perfectly viable to, for example, take a King solely for their ability to build Preparations and never actually use their damage-dealing options.
  
 
{| class="article-table mw-collapsible sortable"
 
{| class="article-table mw-collapsible sortable"
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**Try to avoid hitting Counterplay 5 if possible, as {{IL|An Overplayed Hand}} can be a very nasty burden to deal with. It's not a death sentence to your run by any means, but it does make defeat more likely.
 
**Try to avoid hitting Counterplay 5 if possible, as {{IL|An Overplayed Hand}} can be a very nasty burden to deal with. It's not a death sentence to your run by any means, but it does make defeat more likely.
 
**Hand management strategies for dealing with Counterplay:
 
**Hand management strategies for dealing with Counterplay:
***Instead of holding two cards in your hand, instead when you draw you should play everything in your hand that doesn't give you Counterplay before you draw again (though don't play Preparations options if you don't actually need them, as then you're just running out the clock with no benefit). This maximises your chance of drawing non-Counterplay cards because of how deck maths works.
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***Instead of holding two cards in your hand, instead when you draw you should play everything in your hand that doesn't give you Counterplay before you draw again (though don't play Preparations options if you don't actually need them, as then you're just running out the clock with no benefit). This maximises your chance of drawing non-Counterplay cards because of how deck math works.
 
***If you already have some Counterplay and want to avoid hitting 5, draw cards one at a time until you get a few Counterplays, which will reduce it with the more manageable tweaks to Elusiveness and Tolerance. Obviously, be sure to avoid playing options which give more Counterplay!
 
***If you already have some Counterplay and want to avoid hitting 5, draw cards one at a time until you get a few Counterplays, which will reduce it with the more manageable tweaks to Elusiveness and Tolerance. Obviously, be sure to avoid playing options which give more Counterplay!
  

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