Table feel
Moderate level of player interaction
Players
1-2
Time
?-?
Age
15+
Weight
2
Rating
7.66
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of player interaction
Clash of Decks: Treachery has a high replayability score due to its high variability gameboard, the presence of expansions, deep strategic possibilities, and good scalability. The game offers fresh experiences each time it is played, allowing players to discover new tactics and strategies. The player interaction score is average, and the game is relatively easy to learn while still offering depth. Overall, Clash of Decks: Treachery provides a highly replayable and engaging experience.
The final luck score for Clash of Decks: Treachery is 5.33, indicating a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Create your own deck with 8 creature or incantation cards and face off against other Lord-Sorcerers to destroy their Stronghold! This 36-card standalone expansion adds Vanish and Mercenary special abilities. Vanish: After the owner has suffered at least 1 Damage without being destroyed, move it to the furthest position away from the Bridge on its line. If the owner was attacked by a Creature, Vanish triggers after the attacking Creature has finished and resolved each one of its attacks. Vanish triggers before the Instinct Special Ability. Mercenary: When the owner should return to their owner's hand, it returns to the rightmost position in the enemy's hand instead (or on top of the AI's deck pile in Solo play). This Special Ability is a malus. The owner is inherently more powerful than other cards with the same mana cost to compensate.
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