A comprehensive review of black and white cards, as well as some general tips on each enemy type.
Introduction
Heyo! I’ve been a fan of this game since discovering the beta back in early April and thought I might share some tips, info, thoughts, and discoveries.
Why you should consider this guide: Well besides that as of writing there’s only two guides posted and one i just a youtube of someone’s playthrough… I’ve got 14 hours of writing (not including a lot of demo play) and beat King difficulty. I’m no master but I’ve played enough to form an opinion on what works and what sets you up for failure.
We’re now to 1.00! No longer a total WIP! Still I’ll continue to fix things, god knows I’ve got a bunch of spelling errors still. I’ll continue to expand on the synergies and enemy info but otherwise I think we’re presentable.
I think I’ve got all the cards, let me know if I’m missing one. Feel free to comment, rate, and favorite if you found anything useful or discovered something I missed.
Black Cards p.1 (Buffs)
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Image With Name and Description
Review: What I think of it and when you should consider picking it (or avoiding it)
Rating: Up to 4 stars. * Rarely worth it. ** Niche, good with some builds. *** Good but not flawless. **** Amazing, always worth considering.
Synergies: Cards that pair nicely and work well together.
Anti-Syn: Cards that directly hinder or run counterproductive.
Review: Starting off fun, we have a substantial buff combined with a substantial debuff. This is a card you make your entire build around. Grab something to bring the firepower back up, load the board with enemy pawns, move up close and get ready to watch the numbers fly! A solid pick for the late game if you focused on gun boosts but can leave you wanting early on.
Rating: **
Synergies: Blunderbuss, Crow’s Blessing
Anti-Syn: Pikemen, Unjust Decree
Review: Great for survivability, this one keeps enemies from crowding you. This means their attacks will be less precise and you never have to worry about being sandwiched between a Queen and Rook with the same speed. Also hilariously lock down a side of the board and watch the pawns shake in frustration as their turn comes and they have no legal moves. One downside I have noticed is that since pieces can’t get next to you, you won’t get those point-blank killshots without moving and this is especially noticeable on Knights and Bishops.
Rating: ***
Synergies: High Focus, Cornered Despot
Anti-Syn: Pikemen, King’s Shoulders
Review: This is the best card in the game. Bar none. You know all those games you lost due to getting pinned? Every time you killed that pawn at the edge of your arch and let a Rook instakill you? This is an extra life, you reform about 2 squares away from wherever you died and take your next turn. This would be a great card even if it only worked once, but it refreshes every floor! (Confirmed, this DOES protect you from the Boss kill)
Rating: ****
Synergies: None
Anti-Syn: None
Review: A strong upside and a moderate downside. This is great for spray-and-pray as well as point-blank blasts but that arc will be felt even two squares away. You are sending out more pellets but if you’ve played for an hour, you know RBS can screw you. Don’t take risks and you have a decent pick. Works decent with other cards that bring your arch back in line too.
Rating: ***
Synergies: A Piercing Truth, Engraved Scope
Anti-Syn: August Presence
Review: Another card I’m a big fan of. All the perks of Blunderbuss with a conditional downside. Either B-line for the side before shooting or make a sniper build and you can kill something every shot. Be wary of Rooks as they can lock down your precious edge. Also great for when you are getting chased around the board if you bought too many enemies. Just don’t get yourself pinned without an escape.
Rating: ****
Synergies: Anything in the Sniper build, Mobility boosters
Anti-Syn: Cards that add Rooks
Review: You got lots of knights? Get this. Not too many knights? Eh the accuracy boost is still nice. Never a bad choice but the Black Cards you take will determine how often you get free turns.
Rating: ***
Synergies: Cavalry, Unfaithful Steed
Anti-Syn: Cards that remove Knights
Review: A staple of the Sniper build and a helper for Spray-and-Pray. A good complimentary card though it doesn’t offer much on it’s own unless you want to bully the pawns from turn 1.
Rating: **
Synergies: Sniper builds, A Piercing Truth
Anti-Syn: None
Review: Of the ammo boosting Black Cards, this is my favorite. The passive boost to range means that even if you don’t drain your reserve to the point you need boost, you’re still getting something. Also if you’ve fired all your shots with multiple barrels, you might have noticed it takes longer to regain ammo due to the single shot reloading, this alleviates that.
Rating: ***
Synergies: Royal Alms, Unjust Decree
Anti-Syn: None
Review: One of the best cards… back in the beta demo. This got nerfed from a permanent big boost to accuracy to a right-click activated MASSIVE accuracy boost. Obviously great on Sniper bullds. Due to losing a turn to reactivate every time you move/reload you’ll need support cards to slow the advance, extra barrels help a lot too.
Rating: **
Synergy: Extra Barrel, The Moat
Anti-Syn: Speed boosting effects
Review: The vanilla ammo booster. Not a bad pick, but there are more exciting options.
Rating: **
Synergies: Royal Alms, Unjust Decree
Anti-Syn: None
Review: An excellent boost with a minor downside. If you got used to this game on Easy and Normal, this will make you feel much more comfortable on Hard and up where you are down to single shot. Gives you more options and increases DPS, and it’s stackable!
Rating: ****
Synergies: Engraved Scope, Unjust Decree
Anti-Syn: None
Review: Without synergies, this is just a worse version of Holy Gunpowder. What’s more, killing anything other than Pawns and Kings will cause you to lose the bonus. Too much work for not enough bonus.
Rating: *
Synergy: Majestic Censer, Sacred Crown
Anti-Syn: Unfaithful Steed
Review: Another part of the Sniper build but a great pick on it’s own too. Improved damage and accuracy means you can reliably killshot just about anything from 2 squares away, in addition to more effectiveness at long range. Just make sure you don’t get rushed down and you will have fun with this. Stackable for more damage and accuracy under the same conditions.
Rating: ****
Synergies: August Presence, The Moat
Anti-Syn: Blunderbuss
Review: Another boring one… but this is boring done right! A single point of damage means you can now pointblank those Rooks and Queens that get in your face, an important threshold. And with no penalty like Blunderbuss, you don’t have to worry about RBS screwing you over.
Rating: ****
Synergies: A Piercing Truth, Unjust Decree
Anti-Syn: Throne Room
Black Cards p.2 (Buffs)
Review: Like Ermine Belt but less boring. This is for the sustained fight, the player who likes to take out everything before moving in on the King. A fair way to play if you have the firepower to keep from getting swarmed. Warning: Theocracy causes ALL Bishops to get +2 health.
Rating: **
Synergy: Kingly Alms, Unjust Decree
Anti-Syn: Theocracy
Review: Grenades! These are for the gambler, high risk high reward. They can eat through ammo fast, the farther you throw them the more likely they are to bounce away, and they CAN KILL YOU if caught in the blast. However if you have a swarm of pawns chocking the front lines, this is not only a great way to thin them out, but take out the big pieces behind them. Not for every build but can be fun.
Rating: **
Synergies: Revolution, Ritual Dagger, Ruins, Small Fry Harvest,
Anti-Syn: None
Review: This one’s a bit silly and there’s some that the card doesn’t explain. You pick up a piece within reach and get a free turn. Then, you carry that piece around until you take your next shot. You next shot does not use your gun, but instead you chuck the piece you were carrying at your target, dealing 3 damage to each. If the piece you were carrying had more than 3 health, it lands next to your target… It’s not bad at all but I usually use it accidentally when trying to just pointblank something. Could be useful if you’re otherwise in checkmate. Needs additional testing on Iron Maiden…
Rating: **
Synergies: None
Anti-Syn: None
Review: Like Extra Barrel, this will help new players tackle higher difficulties. Extra Soul Slots are very nice but personally, I only use them when I’m otherwise trapped. Has some powerful synergies and hey, free bullet.
Rating: ***
Synergy: Gradual Absolution, Speed Chess, Unfaithful Steed
Anti-Syn: None
Review: This thing has killed me more times than it’s saved me. The knockback is inconsistent unless you get it twice and if a piece is knocked back into a position that has a line on you… game over (especially bad with knights). It also makes going for the King harder as he’s likely to be blown away from your gun and behind surviving pieces. Unless you’ve got The Moat… buyer beware. Need to test if it has any effect on Iron Maiden.
Rating: *
Synergies: The Moat
Anti-Syn: None
Review: Back in the beta, this was the best card along side Engraved Scope. Now it has a fire range penalty and it’s still pretty decent. You win as soon as the King is dead and this basically takes a full shot off his health. Powerful if you can capitalize on it.
Rating: ***
Synergies: Crow’s Blessing
Anti-Syn: A Piercing Truth
Review: Why pick being ‘Move’ and ‘Shoot’ when you can do both! This card enables otherwise impossible plays, greatly increasing your survivability. Also, you can take advantage of the lock-on even without moving to guarantee a perfectly aimed shot (note, RBS can sill f**k you over). Arguably the best right-click option. Note: Conditional modifiers like Cornered Despot and High Focus are calculated based off the square you are moving too.
Rating: ****
Synergies: None
Anti-Syn: None
Review: This was called Speed Chess in the beta and I think that name was cooler. ANYWAY this is a great mobility tool fueled by Soul slots. Give you more excuse to use them too, functioning similar to the above top tier Royal Loafers. Remember, you can use your free turn to safely move into a threatened square and then out of it without inviting a game over, though your shield’s will still yell at you.
Rating: ****
Synergy: Gradual Restitutions, Majestic Censer
Anti-Syn: None
Review: Ah Pawns… So easy to ignore in the early game, so fun to rain lead on in the late game. This goes hand in hand with that late game part. If the Elite Gem is too passive for you, this is a more engaging alternative.
Rating: ***
Synergy: Blunderbuss, Revolution, Royal Alms
Anti-Syn: Pillage
Review: A gift that keeps on giving. The penalty to King and Queen health is great and brings Queens into the one-shot threshold without a firepower upgrade, the movement penalty guarantees that they won’t be harassing you until you’ve taken out half the pieces already if not already won. What’s more, the movement penalty applies to reinforcement from Genderqueer AND promoted Pawns! For the full duration!
Rating: ****
Synergies: King’s Mistress, Genderqueer
Anti-Syn: None
Review: An odd one but not useless. Give you a new movement option so long as the space directly behind your victim is safe… though it won’t usually be unless you already moved to flank. The -1 health to the King is a nice bonus at least.
Rating: **
Synergy: None
Anti-Syn: None
Review: A game changer. This one is more useful the more non-pawn pieces you have to face. Very high potential, especially with Sniper builds but not without a catch. The Moat also hinders you should you try to use mobility tools to cut across. That said it is quite fun to kite the remaining Rooks and Queen to one side of The Moat, only to cut back across and go after the lonely King while they struggle to cross again.
Rating: ***
Synergies: August Presence, Rightful Curtsy, Speed Chess
Anti-Syn: , Ascension, Unfaithful Steed, Wand of Wings
Review: Like souls in general, a great mobility tool I often forget to use. Knight souls are easy to stock up on as they are usually the first pieces you kill in a round so fueling up is easy.
Rating: **
Synergies: Courteous Jousting. Majestic Censer
Anti-Syn: Gradual Absolution
Review: Another fun one to build your playstyle around. This one cranks up your DPS the more barrels you have and lets you shred whatever you point at. Your ammo will drop fast and it’s useless if you don’t have more than 1 shot loaded but I can’t knock its effectiveness and powerful effect on the board.
Rating: ***
Synergies: Blunderbuss, Extra Barrel(s)
Anti-Syn: A Piercing Truth
Black Cards p.3 (Buffs)
Review: First a brief overview of the Wands. They get 1 use every floor and activating them does NOT advance time. So basically they are all free of downsides! At least hidden downsides… The more enemies still alive, the less noticeable the effect of this Wand will be. This is great for finishing off an injured group in the middle of the round, trying to soften up those 5 health Queens and Rooks in the beginning, and HILLARIOUS for auto-killing the King when he’s the only one left.
Rating: ***
Synergy: None
Anti-Syn: None
Review: One of the best Wands and they are all decent. Free reload if you get caught with your pants down and free total ammo refill if you run out. No need to pretty it up, this is top.
Rating: ****
Synergy: Unjust Decree
Anti-Syn: None
Review: You won’t need this every round but it can come in clutch. It moves ALL enemy piece that aren’t already at the top of the board, giving you several more turns before the pawns reach promotion and potentially getting yourself out of a pin.
Rating: ***
Synergies: The Moat
Anti-Syn: None
Review: While all wands are good, this one is the most boring. Free movement up to 3 squares is certainly enough to get you out of trouble though.
Rating: ***
Synergies: None
Anti-Syn: The Moat
Review: For the final Wand we end my second favorite. This is a back-up sniper ready to take out any one target per round… or at least soften them up. Save this until you an enemy is in your way, don’t just blast the Queen on Turn 1 when you might get pinned by the Bishops before she gets out from behind the pawns.
Rating: ****
Synergy: Blunderbuss
Anti-Syn: Iron Maiden
White Cards p.1 (Enemy Modifiers)
Layout is the same as Black Cards but with new Rating guidelines. A few more things to consider with White Cards are the health added to the enemy pool, the threat of addition additional pieces, and how many pieces on the board will be boosted by improvements. Ratings will be looking at the card itself in a vacuum.
Rating: Up to 4 stars. * Very dangerous. ** Risky but workable. *** Fairly safe. **** Almost free, always worth considering.
Review: If you can handle Rooks, this is a solid choice. If you can one-shot Rooks, you’ll come out ahead in ammo.
Rating: ***
Synergy: Holy Gunpowder, Ruins
Anti-Syn: None
Review: Bishops will always be on you unless you are off their color. Could be ok on it’s own but this one compounds exponentially with the other Bishop buffs. Also it trumps The Moat, letting Bishops cross unerringly (thanks ruislimppu for confirming). May be needed for the Secret Boss, more testing required.
Synergy: None
Anti-Syn: The Moat, The Red Book, Theocracy
Review: Pawns take around 25 turns to get from the 7th row to the first. This will knock off about 5 turns, but also gets them into your firing range faster. Better than increasing their speed and the cards that do that give them other perks too.
Rating: ***
Synergy: Militia
Anti-Syn: Pikemen
Review: While this adds 9 health to the enemy pool, Pawns are low threat and can even help hold back more threatening pieces. Stackable.
Rating: ****
Synergy: None
Anti-Syn: Pikemen
Review: This one is either a freebie or a KNIGHTMARE (sorry). If you just kill the few knights on the board in the opening moves like normal, no problem. You let Pawns get to the back and promote, a Knight might spawn right as you were about to finish off the King.
Rating: ****
Synergy: Courteous Jousting
Anti-Syn: Cavalry, Kite Shield
Review: A fairly minor change. Only 1 point to the health pool but losing a shot could be an inconvenience.
Rating: ***
Synergy: None
Anti-Syn: None
Review: The first of the reinforcement cards and a fairly harmless one. By turn 20 the board should be mostly clear and you should be in pursuit of the King. If you’re running behind though, 2 Knights won’t give you much trouble.
Rating: ***
Synergy: Courteous Jousting
Anti-Syn: Bodyguard, Kite Shield, Lookout Tower
Review: Very similar to the above. Not a bad combination to have both honestly so long as you are fast. Note: If the Bishops spawn on opposite corners, they will only be able to threaten that one color leaving half the board totally safe.
Rating: ***
Synergy: None
Anti-Syn: The Red Book, Lookout Tower
Review: A slow but constant stream of Pawns. Pawns are only dangerous if they make it to the front of the board and you’d have to TRY to let these guys get there. Can make chasing the King marginally harder but that’s a stretch. Stackable
Rating: ****
Synergy: None
Anti-Syn: None
Review: This one is a game changer. Adds 15 health worth of threatening pieces to the board but debuffs EVERYTHING too. Pawns, Queens, and Kings are also slowed down. Don’t get this one early but if you’re brave, this is a challenge you can rise to once you’ve got a good gun. This is stackable?!
Rating: **
Synergy: Courteous Jousting, Sacred Crown
Anti-Syn: None
Review: A simple piece swapper. Just remember not to get overwhelmed by Knights. They might be weak but they are fast and more than 3 can be overwhelming if you get in their range.
Rating: ***
Synergy: None
Anti-Syn: None
Review: Exactly the same as Cardinal but you don’t add to the health pool. A great pick but watch your ammo.
Rating: ****
Synergy: Courteous Jousting
Anti-Syn: Kite Shield
Review: Back to backup but this one is unique. Removes a piece but adds a Queen on your side of the board once the game starts going. This is when the other pieces will be attacking and though it’s only one, it’s a damn Queen. Don’t let her surprise you.
Rating: **
Synergy: Subtle Poison
Anti-Syn: Iron Maiden, Lookout Tower
Review: If you don’t pick this… you’ve either hacked the game or never beaten Floor 3. Added for completion sake.
Synergy: Everything
Anti-Syn: Iron Maiden
Review: This turns the Queen from the most threatening piece on the board to a horror movie monster… who’s still the most threatening piece on the board. Though slow, this Queen will deny massive chunks of the board and whatever moves you gain from the reduced speed, will be lost in running away. Also, the King likes to move behind his impenetrable wiafu which means she’ll stuff your shots. Also you’ll never get another Queen Soul. Also the ‘ting’ noise is very obnoxious when they block a hit.
Rating: *
Synergy: The Moat
Anti-Syn: Genderqueer, King’s Mistress
Review: In the beta demo this also reduced the speed on Queen Souls, now it doesn’t :). This keeps the Queen from jumping across the board, noticeably reducing her threat. The second Queen can be a problem but smart play can minimize the danger.
Rating: **
Synergy: Sniper builds, Subtle Poison
Anti-Syn: Iron Maiden
Review: The only buff option for Knights and it’s a pain. If you aren’t able to spray the approaching knights from range to knock off their armor, you are going to be dealing with them for a lot longer than normal. Fire as soon as they get past the pawns and hope you nick them for 1 and the rest goes into the pawns, or just don’t pick this one.
Rating: *
Synergy: Blunderbuss, Crow’s Blessing
Anti-Syn: Bodyguards
Review: In a vacuum, this one isn’t bad. A single Rook on turn 15 isn’t bad… but this card is anti-synergy by design. Do you want a Queen attacking turn 5? Want those minimal issue Bishops and Knights spawning in on turn 15 too? Want to stack this one and knock another 5 rounds off those?! (Yes this one is stackable)
Rating: **
Synergy: Ruins
Anti-Syn: All backups
Review: Attacking from every direction just means Pawns can attack on the backwards diagonal. So long as you don’t hug them this is a nothing modifier. What’s actually helpful about this is that Pawns may waste turns going not forward meaning they aren’t getting closer to promotion!
Rating: ****
Synergy: Assault
Anti-Syn: None
White Cards p.2 (Enemy Modifiers)
Review: Not bad but consider your other cards. Several benefit from killing Knights and Bishops have more dangerous boosts than any other piece.
Rating: ***
Synergy: None
Anti-Syn: Courteous Jousting, Unfriendly Steed
Review: Turn those Pawns from a slowly advancing line of low threat, threat blocking mooks into a slowly advancing wall of death. Massive increase in danger if you have a lot of pawns. More reasonable if you get rid of them but then nothing’s blocking those already dangerous pieces.
Rating: *
Synergy: None
Anti-Syn: Assault, Backup, Pillage, Revolution
Review: Makes Pawns tougher and adds a lot of them. I’m not a fan but does have some niche uses if you want to lean into using the Pawns as blockers. Most notably, they will now survive a grenade… but that also means other pieces in the back are still blocked in for your next grenade!
Rating: **
Synergy: Blunderbuss, Royal Alms
Anti-Syn: Pikemen, Revolution
Review: Unlike the Bishop and Knight equivalent, the Pawn-to-Piece card for Rooks takes two pawns and no bullets from your reserve. If you can handle Rooks or have too many Pawns, an excellent pick.
Rating: ***
Synergy: Holy Gunpowder, Ruins
Anti-Syn: None
Review: Load up the pawns! At least it doesn’t buff them like Pillage but that’s still adding 11 health to the pool. Better than Pillage but I’ll usually take Backup over this so it gets the rating in between.
Rating: ***
Synergy: Blunderbuss
Anti-Syn: Pikemen, Pillage
Review: A favorite of mine. Make those Rooks who could tank your starting gun crumble at a single imperfect shot. Makes it easier to deal with Rook at both close and long ranges, one of the strongest enemy debuffs available. Just don’t go overboard adding more Rooks, the might be weaker but they can still box you in.
Rating: ****
Synergy: Royal Alms
Anti-Syn: None
Review: I finally how this double arc penalty works. One of your pellets is likely to go WAY wide on every shot. Kind of annoying and if you took any arc increasing cards, that pellet will likely fly off sideways. Other effects aren’t bad but this is comparable to a -1 to firepower beyond pointblank.
Rating: **
Synergy: None
Anti-Syn: Blunderbuss, Extra Barrel
Review: Knights aren’t very threatening unless there’s a lot of them and faster pawns mean faster promotions. There’s worse picks but I avoid this one if I can.
Rating: **
Synergy: Kite Shield
Anti-Syn: Assault, Zealots
Review: The Bibble. This makes Bishops a LOT more threatening. They can’t attack you orthogonally but they are almost guaranteed to threaten you on every move they make. Note: Required for the SECRET BOSS along with Theocracy.
Rating: **
Synergy: Royal Loafers
Anti-Syn: Ascension, Zealots
Review: Not dangerous but risks drawing the round out. The Heir is revealed when you are in a direct orthogonal line from it. Or just spray down the pawns en mass and hope you get him before heading for the King. Does NOT seem to proc on the Boss though an Heir is selected at the start of the round.
Rating: ***
Synergy: Blunderbuss
Anti-Syn: Pikemen, Pillage, Revolution
Review: A literal game-changer. Buffs Bishops but makes them your primary target. What they don’t tell you is that when only 1 Bishop remains, he will run to the farthest corner of the board and unlike the old King, he’s a REAL pain to chase down. This is not one to take unless you are ready for it… or going for the secret boss. (Needs more testing on how cards with King exceptions and effects carry over.) [Castling activates on any Bishop hit. Wand of Wrath can still target Bishops]
Review: *
Synergy: Subtle Poison, Ritual Dagger, Taunting Hop (need testing to confirm)
Anti-Syn: Kingdom Wealth, Throne Room
Review: Similar issue to Kingdom Wealth but with the added detriment of buffing the Queen. If you can deal 6 damage a shot, this is fairly safe but otherwise risky.
Rating: **
Synergy: Subtle Poison
Anti-Syn: Genderqueer, King’s Mistress
Review: Improves the speed of Pawns so faster promotions AND makes Bishops a lot more threatening. It might not seem like much but this one can roll out of control fast.
Rating: *
Synergy: None
Anti-Syn: Ascension, Scouting, The Red Book
(WIP) Enemy Data
Knowing is half the battle and if you’ve played, you likely know most of this but eh… I’ll note base stats, cards that weaken/strengthen, and cards that increase/decrease. Later down the road I’ll also add thoughts about how to handle them and their basic AI strategy…
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Health: Base health as well as min and max
Speed: How many turns between movements, min and max too (not counting Court of the King as it’s stackable)
Improve: Cards that strengthen the piece
Impair: Cards that weaken the piece or reward you for killing them
Add: Cards that put more on the board
Remove: Cards that take them off the board
PAWNS
Health: 3, up to 4
Speed: 5, down to 3
Improve: Assault, Militia, Pikemen, Pillage, Scouting, The Secret Heir, Zealots
Impair: Court of the King, Small Fry Harvest
Add: Backup, Conscription, Kite Shield, Militia, Pillage, Revolution, Scouting, The Secret Heir
Remove: Cardinal, Entitle, Rampart, Sabotage
KNIGHTS
Health: 3
Speed: 2
Improve: Bodyguard, Kite Shield
Impair: Court of the King, Courteous Jousting, Unfaithful Steed
Add: Cavalry, Court of the King, Crusades, Entitle
Remove: Peace, Scouting
BISHOPS
(Note: May move Theocracy to it’s own enemy type)
Health: 4, up to 6+
Speed: 3, down to 2
Improve: Ascension, The Red Book, Theocracy, Zealots
Impair: Court of the King
Add: Cardinal, Conclave, Court of the King, Peace, Sabotage, The Red Book, Theocracy
Remove: Genderqueer, Revolution
ROOKS
Health: 5, down to 3
Speed: 4
Improve: None
Impair: Ammunition Depot, Court of the King, Ruins
Add: Ammunition Depot, Lookout Tower, Ramparts, Ruins
Remove: Pillage
QUEENS
Health: 5, down to 4 or up to 6 (or infinite!)
Speed: 4, up to 6
Improve: Iron Maiden, Throne Room
Impair: Court of the King, Iron Maiden, King’s Mistress, Subtle Poison
Add: Genderqueer, Homecoming, King’s Mistress
Remove: None
KING
Health: 8, down to 3 or up to 12
Speed: 4
Improve: Bodyguard, Kingdom Wealth, Throne Room
Impair: Ritual Dagger, Subtle Poison, Taunting Hop
Add: None
Remove: Theocracy
BOSSES COMING SOON!
This is all for Shotgun King: The Final Checkmate Card Review and Enemy Guide hope you enjoy the post. If you believe we forget or we should update the post please let us know via comment, we will try our best to fix how fast is possible! Have a great day!
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You forgot about “Castle”, the white team card. It makes so king swaps its position with a Rook, if taken damage. Really dangerous, as when you are in the orthodogonal line with the King, and don’t finish him, then the swapped Rook insta kills you