More dynamic card mechanics


I'm very excited to bring new cards and new card mechanics to the game. I think they add a lot of tactical and strategic thinking, and force you to think about race strategy more, especially as you add cards with group or hill mechanics to your deck.

For example a card like Coast is now very efficient when used in a group (move 8 spaces for just 2 energy), but pretty bad otherwise (move 6 for 2). Lone Wolf is even better if you manage to be riding solo, move 9 (up from 6) for 2 energy, but it can be hard to guarantee that nobody will be riding along with you. In the same vein, a card like Gear Grinder is very energy-efficient on hills (7 spaces for 1 energy + 1 endurance) but will be a dead draw on flats or downhills because you'd never want to spend 1 energy + 1 endurance to move just 5 spaces.

I also made the game slightly easier overall (I was struggling to win myself despite knowing all the intricacies), for example by removing the endurance cost of Lone Wolf, and adding some conditional bonuses to existing cards.

Files

web_build_05.zip Play in browser
9 hours ago

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