Learn how to play: the first ten minutes in Apocalypse Hunters
Apocalypse Hunters mixes an RPG with a collectible card game, and the studio's own beginner notes say the same thing in one line: cards come from places, boxes and a bit of luck.
Where cards actually come from
There are three sources. Some places hold a special card, and those places are the reason to walk further than your own street. Common cards come from surprise boxes. For anything better there are the Rare box and the Golden box, which is the studio's way of saying that a collection can be bought in part, but not in full.
The first ten minutes
Open the game, look at the camp, take the first two beasts you can find nearby, and play one duel. Do not upgrade anything yet: the first upgrade should follow the first duel, because only then do you know which card is doing the work.
| Step | What to do | What to avoid |
|---|---|---|
| 1. Camp | Place and upgrade it near home | Spending everything on one upgrade |
| 2. Hunt | Collect beasts on your street | Skipping the area you know |
| 3. Duel | Play one match and read the log | Copying a deck before you understand yours |
Rules of thumb from the studio notes
- Special places can hold special cards: check them when you pass.
- Boxes are for filling gaps, not for building a deck from zero.
- Hunters who move around find more than hunters who stand still.
What to learn before your second session
Learn the effects on the cards you already own. In a game where a card can enter play and attack immediately, the order you play things matters more than the size of your collection. That is the skill the rest of the game builds on.
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