Card of the Week: R and R

Sometimes your team characters need a little break, don't they?

R and R was perfectly made for today's "mission skipper" decks – those decks that specialize in two or three skills and skip any missions for the other skills. You can't get this card on your first turn every time, but when you do it significantly increases your odds of starting your deck's engine moving. But that's not really strategy, it is luck. Let's talk some strategy.

So, what are some ways you can take advantage of R and R? There are two main ways: 1) If a mission comes up that you know you can't complete (because you have likely tuned your deck to skip missions of a certain type) you can play this card right off the bat and get a huge advantage for your next mission. 2) You have used mostly support characters to complete a mission, or you know you are about to fail a mission because of what your opponent has played, you can then play this card and be ready for a more successful next mission with your increased stats – thereby helping you turn a possible block into a successful turn.

There is a downside to this card that you need to pay close attention to. If you play this card right off the bat when a mission is revealed, your opponent will know you will be moving on and can play cheap obstacles with nasty failure text. You run the possibility of getting characters incapacitated or killed when you employ this strategy.


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