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<references />
 
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===Class generalisations===
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===Class generalizations===
 
See [[Hearts' Game (Guide)#General Strategies|the General Strategies section]] below for discussion on accomplice roles and individual accomplices. However, in general,  
 
See [[Hearts' Game (Guide)#General Strategies|the General Strategies section]] below for discussion on accomplice roles and individual accomplices. However, in general,  
 
*Pages
 
*Pages
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#'''Skill and outfit management.''' This will be explained more in its own section.
 
#'''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.
 
#'''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'''.
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#'''Utility.''' An important thing to realize is that you do not have to fully utilize 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'''.
 
#'''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 ===
 
===Accomplice Roles ===
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Example team strategies that follow these archetypes are provided in a subpage of the guide.
 
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.
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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 utilize 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.
  
 
{| class="article-table mw-collapsible sortable"
 
{| class="article-table mw-collapsible sortable"
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See [[Hearts' Game (Guide)/Example Builds]] for a list.
 
See [[Hearts' Game (Guide)/Example Builds]] for a list.
 
===Outfit Preparations===
 
===Outfit Preparations===
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.
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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 priortize, 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.
 
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.
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**For Pages, the Priest of Magpies reduces the maximum to 300.
 
**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.
 
** 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.
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*Advanced Skills require reaching 17 in the skill to maximize (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.
 
**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.
 
**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.
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**Try to avoid hitting Counterplay 4 if possible, as {{IL|An Overplayed Hand}} 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.
 
**Try to avoid hitting Counterplay 4 if possible, as {{IL|An Overplayed Hand}} 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:
 
**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.
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***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 maximizes 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!
 
***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==
 
==Strategies for Distinctions==

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