Hearts' Game (Guide)
Late PoSI Content and Onwards |
Hearts' Game Summary | ||||||||||||||||
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Limited-Length Activity | ||||||||||||||||
Setup | Progress | End | ||||||||||||||
1/5 A | 7+ A | 1 A | ||||||||||||||
Progress
Details |
Raise to 8 before . Same payout, win/lose. | |||||||||||||||
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Raw EPA | 4.73 | Raw SPA | - |
Hearts' Game is a murder-themed, Knife-and-Candle-adjacent pastime for high-level players. The first component was released on April 13, 2023. Play involves managing a team of miscreants with murder-monikers to poison a chosen target, with a number of restrictions to ensure good sportsmanship and fair hunting.
Because of the nature of Hearts Game, Any generalisation in this guide should be taken to include "Unless otherwise stated" given the frequency of exceptions. This is to clarify the core mechanics of the game and to make the exceptions more prominent .
Current Season: Nascency
Getting Started[edit]
To be eligible, a player must first become a Tier 2 PoSI and reach 200 (with equipment). The card to gain entrance to the activity will be drawn immediately, and succeeding in a check at Watchmaker's Hill lead you to in Watchmaker's Hill.
Your first Round is a tutorial, with a smaller set of available Accomplices and a lower requirement for victory. With some luck and planning you should be able to win the first round.
Mechanics[edit]
First, you assemble a team of Accomplices (three, unless you recruit the ). The Accomplices you may choose from are determined by the RNG, using card mechanics. The cards you draw cannot be discarded, so you must pick one of the Accomplices presented. Your hand is discarded after each choice, so your decision should not be influenced by which other cards you have drawn. Lodgings do not affect hand size here, which is limited to four cards at a time.
After you choose your team, you begin a Round. During a Round, you are cannot leave and cannot change equipment. A Round will probably take between ten and twenty actions; due to the progress of , the longest possible Round is probably around 25 actions.
During a Round, you play Cards that are unlocked by your Accomplices and attempt to reach either before or on the same action that you reach . When at least one of these qualities reaches 8, the Round ends.
You may keep the team of Accomplices that you have selected for up to ten consecutive Rounds, which is called a Run. Winning at least 7 Rounds out of 10 in a Run earns a Trophy. Wins are also grouped by Seasons, and some equipment from the Page of Quills cannot be purchased without at least 7 victories within the current Season.
While aborting a Round that is still in session is possible, it will be counted as a loss and will not allow you to pick a different team. To do so you need to reach the conclusion of a Round by raising either of its progress qualities to 8 and choose to Separate from your accomplices. You will also be forced to assemble a team again after a Run ends. You also cannot pick a different team if you choose to take a break after a Round, since doing so will only allow you to resume play when you return.
Qualities[edit]
In Hearts' Game, the progression of a Round is influenced by two positive and three negative qualities:
[edit]
- Progress tracks how close you are to winning the round. You win when Progress reaches level 8 (36 CP).
Generated by offensive actions and reduced by the current level of Tolerance to a minimum of 1. Maximising this quality is your goal in Hearts Game.
[edit]
- Preparation is gained from support actions and are a requirement for advanced actions.
Some of these options require only 1 level of Preparation; others require as much as 8. Preparations are not consumed and can be considered an investment towards more powerful Progress in later rounds.
[edit]
- Elusiveness tracks how close you are to losing the Round. You lose if Elusiveness reaches level 8 (36 CP) before Progress does.
Elusiveness does not decrease and can be considered the round's ticking clock. From the third turn onwards, all actions have a chance to increase Elusiveness by 3 CP with the probability resulting from the following equation: (turn number - 2) / 7
. As such, on average Elusiveness will end the game after 17 ±3 rounds as shown in the graph below.
Chance per Turn | |||||||||||||||||||
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Turn | 3 | 4 | 5 | 6 | 7 | 8 | 9+ | ||||||||||||
Chance % | 14 | 29 | 43 | 57 | 71 | 86 | 100 |
Graph of likely Elusiveness value in CP per turn |
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[edit]
- Tolerance is a building resistance to your , reducing Progress value by the Tolerance level to a minimum of 1.
After the first turn, each action you take has a chance to increase Tolerance by 2 CP with probability resulting from the following equation: (turn number - 1) / 12
. Most actions that generate Progress CP have their effectiveness reduced by Tolerance. Some actions are guaranteed to increase Tolerance, and only one accomplice can decrease it.
Chance per Turn | |||||||||||||||||||
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Turn | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13+ | |||||||
Chance % | 8.33 | 16.66 | ~25 | 33.33 | 41.66 | ~50 | 58.33 | 66.66 | ~75 | 83.33 | 91.66 | 100 |
Graph of likely Tolerance Level per turn |
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Counterplay[edit]
- Counterplay adds negative autofire cards to your deck.
Offensive Basic actions and Failures on Advanced Actions grant 0–1 Counterplay, which are "cashed out" on negative autofire cards. These cards decrease Progress, increase Elusiveness and Tolerance, and, at high enough levels, can give , a Burden which will make winning significantly harder. Counterplay events do not count towards turn count and can be considered to happen between turns.
Action Types[edit]
Each Accomplice unlocks two cards, and each card has an Basic Action and an Advanced Action.
Basic Actions[edit]
- Require no Preparation
- Require no Stat Challenge
- When raising Preparation raise it by 1
- When raising Progress raises Counterplay.
Advanced Actions[edit]
- Require Preparation
- Require a Stat Challenge
- When raising Preparation raise it by 2
- Always raises Counterplay on a failure.
Both cards for an Accomplice test against the same quality. With a few exceptions, challenges against Main Stats have a Broad difficulty of 200 and challenges against Advanced Skills have a Narrow difficulty of 12.
Accomplices[edit]
- ↑ Without
- ↑ With
- ↑ Has a small chance to give 36 change points of Elusiveness
- ↑ 4.0 4.1 Can be substituted with with .
- ↑ Adds option with identical effect to and .
- ↑ Drawn once per round, as the first card.
- ↑ Grants 5 Progress per Ace Boon currently active.
- ↑ Removes the limit on the number of accomplices you can recruit
- ↑ 9.0 9.1 If you already have the .
- ↑ 10.0 10.1 If you already have the
Class generalisations[edit]
See the General Strategies section below for discussion on accomplice roles and individual accomplices. However, in general,
- Pages
- Pages generate some Progress without requiring much Preparation. They do not generate Preparation.
- Knights
- Knights generate Preparation. With Preparation, Knights can generate Progress or decrease Tolerance. The also allows two other Knights to check .
- Queens
- Queens are primarily for support, combining giving preparations with other varied mechanics, such as clearing a hand or granting a multi-purpose Boon.
- Kings
- Kings generate Progress. Some Kings can generate Progress without Preparation, but all Kings have options require Preparation that generate much Progress. Some Kings can generate Preparation, as well.
- Priests
- Priests provide a Boon which can make other Accomplices more effective. They can also generate Preparation, Progress, and clear hands.
- Fools
- There is only one Fool and it is a rat in a Master's cloak. It behaves similarly to a Knight, but is affected by all Priest Boons.
Rewards[edit]
Exploits for the Page of Quills[edit]
Every action in the Alleyways gains one , which can be spent with the Page of Quills. Exploits are worth between 4 and 5. Some options only become available with certain amounts of Gains.
Items which can only be claimed once[edit]
Action | Item | Cost () | Value | Value / Action |
---|---|---|---|---|
The large wooden box | 11 | 62.5 [1] | 5.20 EPA | |
The imposing metal meathook | 60[2] | [3] | ||
The ampoule of thick black liquid | 60[2] | [4] | ||
A nod from Mr Hearts | 500[5] | [6] | ||
The blood-coloured sapling | 500[7] | [8] | ||
The book in charred and blackened leather | 500[9] | [3][10] |
- ↑ Alternatively can be sold for 50 + 3 x
- ↑ 2.0 2.1 Also requires 7
- ↑ 3.0 3.1 Shared Best-in-Slot Weapon
- ↑ Home Comfort which reduces Wounds gain
- ↑ Also requires Distinctions for winning Runs under various conditions
- ↑ Affiliation which grants and reduces Suspicion gain
- ↑ Also requires winning a Run in every Season
- ↑ Home Comfort of unknown distinction.
- ↑ Also requires previous two rewards
- ↑ Grants
Items continuously available[edit]
Action | Item | Cost () | Value ( ) | Value / Action |
---|---|---|---|---|
The assemblage of ticking brass | 5 | 18.5 | 3.08 EPA[1] | |
A consignment of steel | 14 | (50)[2] | 6.67 BSI/A | |
An illicit secret | 18 | (62.5)[2] | (3.25 EPA)[3] | |
The dusty book | 25–32[4] |
|
| |
65 | 312.5 | 4.73 EPA | ||
65 | (312.5)[5] | 4.73 EPA | ||
65 | 312.5 | 4.73 EPA | ||
65 | 312.5 | 4.73 EPA | ||
An antique scarf | 80 | 312.5 / 4000 | 3.85 EPA / 48.7 RPA |
- ↑ A good source for grinding
- ↑ 2.0 2.1 Assumed value
- ↑ Only repeatable use is when constructing Cover Identities
- ↑ Cost scales with Gains qualities, starting at 32 exploits going down to 25 at 40 total Gains ( across all four qualities)
- ↑ Assumed value, can be boosted with an optimal Zoological Mania value
Victories[edit]
Winning a Run (by winning at least 7 Rounds out of 10) earns a Trophy, a vanity Curiosity item with no uses beyond showing off on your profile mantelpiece. Claiming the or the requires both Victories and Exploits, where in this case victories are counted over the course of an entire season as opposed to over the course of a single run.
General Strategies[edit]
Drafting Tips[edit]
First and most importantly: drafting is random. Do not come in with a specific idea of what build you would like to have. If you are looking for a specific team (for example for Distinctions), accept that you may have to draft, fail, play one round with the team, and then disband it. The good news is that bad RNG has no effect on profit, so the only thing you lose here is a handful of actions. If you're looking to get a Trophy in a given season, you may have to draft a non-optimal team, try them for a round, and then disband and try again. I do recommend actually giving a shot during your one required round though: you may find an unexpected strategy!
There are a few things to keep in mind when doing your gacha pulls for Accomplices:
- Skill and outfit management. This will be explained more in its own section.
- Flexibility. Especially for your first draft, try to keep your options open. You want to pick characters with Supportive options first.
- Utility. An important thing to realise is that you do not have to fully utilise every part of a character's kit just because they're on your team. It is extremely viable to only use some of a character's options and never play others in a given run.
- Strategy and role. The game divides characters in terms of the classes of Page, Knight, King, Queen, Priest, and Fool, but this can actually be unhelpful for our purposes. Instead it's more useful to think of accomplices as fitting in three different roles: Progressers, Supports, and Synergists.
Accomplice Roles[edit]
In terms of drafting, it helps to think in terms of the metagame roles for Accomplices:
- Progressers are Accomplices which directly make Progress. The Page of Roots is a good example: his cards do nothing other than increase Poisoner's Progress.
- Supports are Accomplices which don't deal damage directly, but enable others to do so. There are two subtypes:
- Prep supports, who build Preparations to allow other accomplices to use their stronger options. The is the archetypal example here, able to build multiple Preparations in a single action or make progress at the same time.
- Deck supports, who help you manage the cards in your hand. The Queen of Loins is the archetypal Deck Support character, unable to make real progress herself but able to clear your hand and help with Preparations.
- Synergists open up team archetypes that are otherwise not viable on their own. The is a good example, as she turns two other Accomplices, the Knight of Disintegrities and the Knight of Talons, into users, opening up an entirely new skill to the game.
These classifications are not 1:1 to the actual game: the Page of Lures, for example, can act as both a Progresser and a Synergist since he consumes Preparations. These are not classes which characters fall into: rather, they are roles a character can fulfill on your team.
Here are a handful of generic team archetypes that it can help to keep in mind during drafts.
Archetype | Roles | Strategy |
---|---|---|
Dual-Damage |
|
Generally the goal here is straightforward: use the Support to build Preparations, and then use the other cards to attack the enemy. Usually one or both Progressers will be Pages since they can get away with only a small number of Preparations. |
Hybrid Damage |
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Similar to the dual-damage comp, some accomplices can both build Preparations and deal respectable damage. Usually the hybrid damage-dealer will be a Knight, but not always. |
Carry |
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The preferred setup for many Kings, this is a backloaded setup where two units set up for a much stronger unit to win the game in just a few heavy hits. |
Hyper Offense |
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This one is a strange build and will be smacked around by Counterplay quite a bit: extremely not recommended for Embalming runs. But certain combinations can actually make respectable progress with no Preparations and no skill checks whatsoever. It doesn't matter if you get hit with that nasty Burden if you were never rolling against your skills anyway, after all! |
Wildcard |
|
Some builds rely on one character's unique gimmick very heavily and are built around it. You may be collecting Priests for the Fool of Audacities or collecting Boons for King of Ambivalences. |
Example team strategies that follow these archetypes are provided in a subpage of the guide.
Here is a cheat sheet for what each Accomplice can offer in terms of archetypes for when you are drafting. Remember: it is not necessary to fully utilise every Accomplice's kit. It is perfectly viable to, for example, take a King solely for their ability to build Preparations and never actually use their damage-dealing options.
Accomplice | Stat | Max Prep | Progress | Prep support | Deck Support | Synergy |
---|---|---|---|---|---|---|
Page of Lures | 2 | Strong attacks that consume | None | None | Requires a teammate to build Preparations, ideally two per action. Weaker than other Accomplices if Preparations runs below 2. | |
Page of Papers | 3 | Steady progress with 2-3 Preparations. | None | None | Just a straightforward DPS[1]. | |
Page of Roots | 3 | Slightly weaker Progress but resistant to Tolerance, even checkless. | None | None | Always increases . Checkless options are not affected by Tolerance at all. | |
Page of Teeth | 2 | Strong Progress even checkless but very affected by Tolerance. | None | None | Needs kept low. | |
Page of Inversions | 2 | Strong Progress even checkless but very affected by Tolerance. [2] | None | None | Needs kept low. | |
Page of Gambits | 3 | Increases as well as Elusiveness semi-randomly, and one rare "success" can instantly end a run. | None | None | A straightforward damage-dealer for gamblers. | |
Knight of Flames | 2 | Only small, fixed amounts. | Both cards have options | None | Can reduce and so pairs well with late-strikers and characters that need it kept low. | |
Knight of Livers | 4 | Expensive and mediocre progress but can build Prep at the same time | Can give 2 at a time | None | Great at building Preparations | |
Knight of Ribs | 4 | One decent checkless option, 4 Prep options are strong. | One card gives one Preparation. | None | Wants Prep support | |
Knight of Skin | 3 | Can do mediocre progress while building Preparations | No free checks, but gives 2 Preparations at a time. | None | Great at building Preparations | |
Knight of Talons | 4 | Decent Prep for decent damage with easier checks | Checkless Preparation available on both cards | None | Can use instead with Knight of Nobility. | |
Knight of Disintegrities | 4 | Decent Prep for strong damage | Checkless Preparation available on both cards | None | Can use instead with Knight of Nobility. | |
Knight of Nobility | 4 | Expensive and mediocre progress but can build Prep at the same time | Can give 2 at a time | None | Great at building Preparations. Can open as an option for play with good accomplice draws. | |
Queen of Loins | None. | None. | One very bad checkless option | Can build Preparations with checkless options on both cards | One card can clear your hand. | Just a generally strong support. |
Queen of Cod | 2 | None | One card can give 2 Preparations at a time | One guaranteed card draw at the start that is then dismissed for the rest of the round and gives a general-purpose Boon, the . This card can also clear your hand one time only with some Preparations. | Cod is the only Accomplice who actually reduces your deck size. | |
King of Knuckles | 5 | Strong options which get more powerful with high Elusiveness | None | None | Something of a late bloomer. | |
King of Roses | 6 | Needs high Prep and one option scales with ever more preparations | None | None | Ideally prefers both of his partners to be able to build Preparations to build up to a win with only a couple of extremely strong hits. | |
King of Spines | 7 | Very high Prep requirement, very strong attacks in return | One checkless option on one card gains prep | None | Ideally prefers both of his partners to be able to build Preparations to build up to a win with only a couple of extremely strong hits. | |
King of Tallow | 8 | Very high Prep requirement, very strong attacks in return | One checkless option on one card gains prep | None | Ideally prefers both of his partners to be able to build Preparations to build up to a win with only a couple of extremely strong hits. | |
King of Ambivalences | 5 | High progress that scales with every Ace, but also increases Counterplay | Checkless Preparations on both cards | None | Grants , which can be useful if you have the other Shapeling Arts Accomplices in your party. Wants at least one other Ace-giving accomplice, or else his damage options are not worth playing. | |
King of Motley | 7 | High progress that scales with number of Accomplices you have | Can build Preparations on both cards with checkless options. | Thoughts and prayers. | See the section on his Distinction for a full analysis. His damaging options are not really worth using in a standard run, instead use him to build Preparations. Given how expensive his options are, he needs at least 5 total accomplices to be worth using as a main damage dealer, ideally more. | |
Priest of Briars | 2 | None | Can build Preparations 2 at a time | One card can clear your hand | The is a nice bonus but the Preparation and hand clearing options are strong for nearly all accomplices, making his utility far from limited to King runs. | |
Priest of Magpies | 4 | Can give small checkless Progress and mediocre Progress on one card for Preparations | Cannot build Preparations, unlike the other two Priests. | Grants and can be consumed to clear your hand on one card | Magpies is sadly underpowered and situational currently, being relegated only to builds where a Page is your main damage-dealer and you have some other way of building Preparations. The Ace reduces difficulty rather than increasing progress gained, which can help players whose wardrobe is rather thin. | |
Priest of Smiths | 3 | Can give decent Progress with Preparation | Checkless options build Preparations | None | The is a very nice boost to builds with Knight Progressers. | |
Fool of Audacities | 4 | Decent progress that increases when paired with Priests | Checkless options build Preparations | None | Grants , which does nothing, and actually benefits more from all Priests than their intended targets. With Smiths and Briars, the Fool does King-level Progress with only Knight-level prep. |
- ↑ Many RPGs refer to their damage-dealers as DPS, which stands for "damage per second". If you think this term doesn't really apply to Fallen London as a turn-based browser game, take it up with the Treachery of Clocks.
- ↑ Note that currently Inversions is strictly worse than Teeth in terms of progress, but this may be fixed in a future update.
Example Builds[edit]
See Hearts' Game (Guide)/Example Builds for a list.
Outfit Preparations[edit]
It can be useful to maintain a dedicated "flex" outfit slot for Heart's Game. After you have drafted your team but before you begin your first round, take a moment to consider. Whose attribute check options are you actually planning on using to inflict damage? These are the ones whose attributes you should priortise, since you will be playing their cards the most. Try not to have more than one or two of these on a team or you will spread yourself very thin.
This is obvious but it bears making explicit: Failing skill checks in Hearts' Game increases your chance of losing, though it's important to stress you make the same profit regardless. You can recover from a handful of failures without too much difficulty, but the clock is against you: you will accumulate Counterplay from your failure and Elusiveness and Poison Tolerance will accrue without you having made corresponding progress. In order to try to be consistent, try to keep your main accomplice's skill checks at or above 90%, and 70-80% is acceptable for the others. These are just tips, though: Hearts' Game is about experimentation and you may find different outfits schemes work better for you, so this is just provide as a rule of thumb to start out with.
Other important considerations:
- Highway stat checks generally require 334 points to succeed. You will likely not be able to hit this for two stats, but depending on your gear you may be able to hit around 300 for two which is 90%, an acceptable level of risk.
- For Pages, the Priest of Magpies reduces the maximum to 300.
- Heart's Game is a great use for Second Chances in the endgame; you will rarely encounter skill checks more difficult than these. A 70% chance to succeed with a Second Chance is equivalent to a 90% chance to succeed without one. This should only be done with options you only plan on playing a few times, such as A duel in the old style, as otherwise it gets expensive quickly.
- Advanced Skills require reaching 17 in the skill to maximise (19 with Embalmer's Mark) to guarantee. They hit 90% at 16 (18). That likely means using almost all of your equipment slots for this one stat, and may be fully impossible for newer players of the game.
- For Pages, the Priest of Magpies reduces the guaranteed breakpoint by 2 points to 15.
- Even if you cannot consistently pass Advanced Skill checks, these accomplices can still be useful, albeit not as a main Progresser. The advanced skill Kings and Knights can all provide Prep support, the Page of Inversions can give you a nice checkless head start on Progress, and the Page of Roots can help push you over the finish line since his checkless options are unaffected by Poison Tolerance.
Playing The Game[edit]
Now that you've drafted your Accomplices and adjusted your outfit, it's time to actually play! Here's some general play tips:
- Your base deck has six cards in it, five if you're running with the Queen of Cod. Counterplay cards are slowly added in as Counterplay increases and are about half as likely to be drawn as a standard card in your deck.
- This means that effectively, you only ever have to actually play four cards in your deck, because you can hold two in your hand and draw. Thus, the general strategy is to figure out what the two worst cards in your deck are at the point in the game you're at, and hold them in your hand. Play your other cards one at a time. As a rule of thumb:
- Early on, hold damaging cards in your hand and draw for Supports to build required Preparations, gather Aces, and so on. Then you can fire a large opening volley as soon as you hit the necessary threshold.
- Later, hold the Support cards in your hand. This way when you draw you will draw the Progress cards over and over again.
- If you have them, play hand-clearing cards as soon as your hand has two other junk cards for maximum efficiency.
- Some builds may occasionally end up with three undesirable cards in their hand. This isn't a big deal if it happens a couple times in a run, but if you find yourself losing multiple Rounds because of it, you should rethink your strategy and perhaps draft new Accomplices.
- If you have to play an undesirable card, the checkless option is likely better than risking a failure on the check option, but be wary of Counterplay.
- Tips for managing :
- Counterplay accrues from two main sources: checkless progress options and failures. Avoid playing the former unnecessarily and avoid the latter with proper outfit management, and you can mitigate much of your risk. The King of Ambivalences also gives Counterplay even on successes, probably as a balancing measure.
- Don't be too afraid of it. The Counterplay autofire cards only adjust the qualities a marginal amount; generally within the margin of error of a few rolls
- Try to avoid hitting Counterplay 4 if possible, as can be a very nasty burden to deal with. It's not a death sentence to your run by any means, but it does make defeat more likely.
- Hand management strategies for dealing with Counterplay:
- Instead of holding two cards in your hand, instead when you draw you should play everything in your hand that doesn't give you Counterplay before you draw again (though don't play Preparations options if you don't actually need them, as then you're just running out the clock with no benefit). This maximises your chance of drawing non-Counterplay cards because of how deck math works.
- If you already have some Counterplay and want to avoid hitting 4, draw cards one at a time until you get a few Counterplays, which will reduce it with the more manageable tweaks to Elusiveness and Tolerance. Obviously, be sure to avoid playing options which give more Counterplay!
Strategies for Distinctions[edit]
See Hearts' Game (Guide)/Distinctions for in-depth strategic discussion.