Post-holiday blues from our trip around the world last week? Don’t worry, we’ve got you sorted. We’ve got a new theme, new league rules, and perhaps most importantly of all, the long-awaited new OVERLOCK.
The days of endless frustration as your entire hand of cards remains uselessly bound by chains are over. Now, thanks to OVERLOCK, once more than three of your cards are locked, it frees your entire hand! Go wild with it, let us know how it goes.
This week’s theme is out of this world… like, literally Out of This World.
We start at 09:00 UTC with our massive Otherwordly Offer pack bursting with gems, coins and Limited Legendaries, the League Pack, featuring Space Technology, Molluscs, Worms and Waterbugs, or the entire Science Album.
At 12:00 UTC, we’ve got the Cosmic Microwave Background, the oldest detectable signal, that is also responsible for TV static, random Super Mario glitches, and giving your opponent some serious debuffs if your deck contains The Big Bang - out in the Epic Monday pack.
At 15:00 UTC, you can find the Legendary Memphis card in the Arts Finder. Famously described as a “shotgun wedding between Bauhaus and Fisher-Price”; if your deck contains the former, your Playtime cards get a nice +22 Power until played.
And finally at 17:00 UTC, the Crustaceans pack is back in store, a great time to get your favourite critters into your deck.
With a Starting Energy of 44, Energy per Turn of 8, Energy Cap of 64 and Minimum Energy of 8, it’s time to keep a close eye on your energy.
This week, an entire album has crept back into the league rules - with ALL Science cards getting +60 Power this week, but Molluscs, Worms and Waterbugs and Space Technology take the lead with +80 and +90 Power respectively. It’s your chance to add Bobbit Worm to a tiny deck, or utilize Pioneer 10 with some Solar System cards to buff Space Technology!
Mammals get +40 Power (featuring legends such as Llama and Raccoon), Documented gets +35 Power (so you will definitely want to play Magna Carta if you have it!) and Omnivores pick up +30 Power.
If you didn’t catch our introductory post about Overlock, here’s your chance to get caught up! (If you did, feel free to toddle off into the game!)
We’re very proud of this. We don’t really do cool, but OVERLOCK? That’s cool.
Ok. Sure. Whatever. But what does it mean?
Glad you asked.
No-one really likes ‘lock decks’. Even players who run lock decks have told us how bad they feel about it. (True.)
Lock decks are a problem because they take away the opponent’s ability to choose. And choice, in games, is a big deal. Without it, you might as well be watching a cut scene.
Up to now, our solution has been to stop releasing lock cards. Clever, eh?
But we’ve been working on a better solution that we think adds a bit more depth to the game.
OVERLOCK rules that, if either player goes above 3 locked cards in hand, all of their cards are unlocked at the end of the turn. A handy meter appears as soon as any card is locked to remind you of this.
It’s a simple rule, and it has been play-tested extensively. While we know a handful of players won’t like it (presumably the ones running lock decks still), we believe the vast majority will like it.
OVERLOCK goes live today.