Welcome. This Trials of Fire – Weakness Cards and Early Games Cards Guide was written to be helpful to you, and we genuinely hope that you do.
The Weakness Cards
Trials of fire can reuse weak cards as willpower/movement So, most weak cards should not pose problems.
Exhausted: Every time that you play overhead slam or armored advance, reshuffle the deck and add an Exhausted to your deck. It’s not a problem for warrior or occultists. But maybe problem for alchemists when they shuffle too often.
Fatigue Discard on Draw the most dangerous card in the game. Avoid it at all cost (of carrots).
Here is my maths for the early game:
1 card = 1 willpower = 2 movements = 2 defense
The pa*sive of the Warrior (+2 +2 defence for two heroes) worth 2 cards.
The Occultist’s pa*sive (draw one) Of course, worth 1 card.
Alchemist’s pa*sive (randomly update 1 card) is worth less than 1 credit
Occultist’s Mind Blast, costs one willpower(equals one card) self-damage 2(2 defence = one card) It also triggers a pa*sive(get one card back) In essence, the first Mind Blast each turn cost 1, damage 4(can be more powerful with aoe).
Comparatively an upgraded Flame Flask costs 2, damage 2-4. A lot worse than Mind Blast.
The first game is played by warriors and occultists. supported by alchemist.
Warriors armor can be occultist, while occultist use that armor to kill enemy.
Only Headshot is a good option for alchemists, using randomly upgraded Unstable Elixir or Flame Flask.
Swipe is the most basic common card. It costs one card of willpower and swipe, to cause melee damage 2. Power Shot incurred 2 cards as willpower plus power shot itself, to damage 3. It does one damage per card.
Most of the items are superior to the basic cards. It is recommended to have every item that you get in the early games.
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