Survival game, I have a card draw system
Chapter 262 you come and I go
Chapter 262 you come and I go
Of the three new cards in this round, two of them had very similar effects to the previous "Black Market".
The biggest difference is that "Black Market" gets "dark cards", while "Natural Gift" and "Army Treasure Chest" are "bright cards".
Compared with "Nature's Gift", "Army Treasure Box" can only get five cards in total, but it will get new cards one round earlier than "Nature's Gift".
Which one is better to choose?
According to the order, after Roland finished his selection, it was Bode's turn.
No matter which one Roland chose from Nature's Gift or Arms Chest, Bird would choose the other.
And of course the rest of "Switching" is left to the champion Green.
After hesitating for a while, Roland still chose "Gift of Nature".
So Bode chose "Army Chest", and Green got "Switch".
After the card draw is over, it is Roland's action stage.
His wind wolf is already standing in the middle of the neutral area, because he came here from the initial point in a straight line, and then he only needs to let the wind wolf move forward [-] squares in a straight line to enter Green's territory.
The wind wolf can move up to fourteen squares in one round, which means that it will take the next action stage to officially enter Green's territory.
However, if Roland lets the wind wolf move to the farthest distance now, it will put the wind wolf at the edge of Green's territory. When it is Green's turn to act, Green can send troops from the territory to attack the wind wolf. .
The offensive buildings on the edge of Green's territory may also hit the wind wolf.
Considering this, Roland no longer blindly let the wind wolf go straight. He observed the distribution of wild monsters in the neutral area and decided to eliminate some wild monsters to upgrade.
The wind wolf can move twice in one action phase, and the distance of each move is at most seven squares, which means that as long as you encounter wild monsters within seven squares and deal with this one, you can move to the next wild monster again Go ahead and deal with it.
There happened to be a few suitable targets around here, and Roland immediately commanded the wind wolf to move to the grid where a wild monster was located on the left.
When one's own action unit enters the grid where the wild monster is located, a battle will break out between the two sides.
The wild monsters in the neutral area, except for those very conspicuous bosses, the rest of the common wild monsters are easy to deal with.
Although the wind wolf will lose some health after the battle, Roland is a "healer" and can directly replenish the wind wolf's health.
And if the level is successfully upgraded, not only will the upper limit of the life value be increased, but the life value will also be automatically replenished.
The wind wolf is a Tier [-] combat power. After destroying a Tier [-] wild monster, it lost [-] points of health and did not upgrade.
Roland continued to let the wind wolf move to the position of another third-tier wild monster nearby.
This time, he lost [-] points of health, and still did not upgrade.
After replenishing the lost HP of the wind wolf, Roland focused on the knight retinue.
The movement distance of the knight retinue is only four squares at most.
Roland let him continue straight ahead.
Because Roland now has the effect of "Guerrilla Tactics", both the knight retinue and the wind wolf are invisible.
But the wind wolf fought wild monsters in the neutral area, which directly exposed the location of the wind wolf.
And this time, the knight retinue actually triggered another incident on the road.
"Your knight entourage encountered bandits robbing the caravan on the road. Do you want the knight entourage to join this battle?"
you still need to ask?Of course it is.
The trigger event is random, even if you come to this grid later, this event will not be triggered again.
So try not to give up.
"Which side do you choose to let the knights help? Help the bandits deal with the caravan? Help the caravan deal with the bandits? Or deal with both sides?"
There is such an option?
Three options are given corresponding result prompts.
If you choose to help the bandit deal with the caravan, there is a chance that you will continue to fight the bandit after the battle, and you will die due to poor condition;
If you choose to help the caravan solve the robbers, you only need to pay a certain amount of health to end the battle smoothly, and you will be rewarded by the caravan afterwards;
And if you can get rid of people on both sides in the melee, then you will get more rewards after the battle, but this choice has a [-]% chance of death.
To be on the safe side, Roland chose the second option.
Help the caravan to deal with the robbers.
"With the help of your healing spell, your knight squire lost only one point of health in this battle.
In order to repay your life-saving grace, the caravan sent you a gift, which has been transformed into a game card. "
"Lightning Staff": equipment, only used by humanoid creatures.A humanoid unit with this equipment can release a lightning strike to a single target within an eight-block range, causing [-] points of damage.Each action phase can only be used once.After the humanoid unit holding the equipment dies, the equipment will drop at the place of death and can be picked up by other players.
Roland resolutely gave the "Lightning Scepter" to the knight entourage to use. After all, only the knight entourage is a humanoid creature who can use this equipment.
"Your knight entourage has learned something in this battle, and has been promoted from the first level to the second level."
After successfully completing this event, the combat effectiveness of the knight entourage has been greatly improved.
The knight servant who has been promoted to the second level has a basic life value of [-] points, and the moving distance can reach up to five squares.
After the "Lightning Scepter" obtained in the incident was used as equipment by the knights, both Green and Bode also saw the attribute information of this equipment card.
"It actually triggered another event and got the equipment. You are so lucky."
……
Roland's round is over, and Bird is next.
Still a new draw card.
""Elf Archer": a humanoid creature. It moves vigorously and can perform long-range attacks with a long range."
""Cobra": Beast. It is invisible in the grassland environment, and each attack hits a biological unit, which can cause continuous poisoning damage."
"War Horse: Beast. The movement distance is longer, and it can be ridden by humanoid creatures, increasing the movement distance of humanoid creatures."
The specific attributes of the three new follower cards are not shown, only a general introduction.
But Green and Bode are both "veteran players", and they all know the specific attributes of these cards.
Bode first chose "Elf Archer", followed by Green who chose "War Horse", leaving the rest of "Cobra" to Roland.
"Elf Archer" is the best of the three follower cards, and although "Cobra" is a big killer in the grassland environment at this time, once it enters the territory of the leader Green, it will There are many places that do not belong to the grassland environment.
And "War Horse" is undoubtedly a card of great strategic value. Green didn't intend to give up this good card to Roland, so he chose this card.
After the start of Bode's action stage, he first opened the "Army Treasure Chest" he had just obtained.
This is a random "reveal card" that is revealed to all players.
"Standard Long Sword": Equipment, only used by humanoid creatures.Increase the attack power of the follower equipped with this weapon by twelve points when attacking in melee.
(End of this chapter)
Of the three new cards in this round, two of them had very similar effects to the previous "Black Market".
The biggest difference is that "Black Market" gets "dark cards", while "Natural Gift" and "Army Treasure Chest" are "bright cards".
Compared with "Nature's Gift", "Army Treasure Box" can only get five cards in total, but it will get new cards one round earlier than "Nature's Gift".
Which one is better to choose?
According to the order, after Roland finished his selection, it was Bode's turn.
No matter which one Roland chose from Nature's Gift or Arms Chest, Bird would choose the other.
And of course the rest of "Switching" is left to the champion Green.
After hesitating for a while, Roland still chose "Gift of Nature".
So Bode chose "Army Chest", and Green got "Switch".
After the card draw is over, it is Roland's action stage.
His wind wolf is already standing in the middle of the neutral area, because he came here from the initial point in a straight line, and then he only needs to let the wind wolf move forward [-] squares in a straight line to enter Green's territory.
The wind wolf can move up to fourteen squares in one round, which means that it will take the next action stage to officially enter Green's territory.
However, if Roland lets the wind wolf move to the farthest distance now, it will put the wind wolf at the edge of Green's territory. When it is Green's turn to act, Green can send troops from the territory to attack the wind wolf. .
The offensive buildings on the edge of Green's territory may also hit the wind wolf.
Considering this, Roland no longer blindly let the wind wolf go straight. He observed the distribution of wild monsters in the neutral area and decided to eliminate some wild monsters to upgrade.
The wind wolf can move twice in one action phase, and the distance of each move is at most seven squares, which means that as long as you encounter wild monsters within seven squares and deal with this one, you can move to the next wild monster again Go ahead and deal with it.
There happened to be a few suitable targets around here, and Roland immediately commanded the wind wolf to move to the grid where a wild monster was located on the left.
When one's own action unit enters the grid where the wild monster is located, a battle will break out between the two sides.
The wild monsters in the neutral area, except for those very conspicuous bosses, the rest of the common wild monsters are easy to deal with.
Although the wind wolf will lose some health after the battle, Roland is a "healer" and can directly replenish the wind wolf's health.
And if the level is successfully upgraded, not only will the upper limit of the life value be increased, but the life value will also be automatically replenished.
The wind wolf is a Tier [-] combat power. After destroying a Tier [-] wild monster, it lost [-] points of health and did not upgrade.
Roland continued to let the wind wolf move to the position of another third-tier wild monster nearby.
This time, he lost [-] points of health, and still did not upgrade.
After replenishing the lost HP of the wind wolf, Roland focused on the knight retinue.
The movement distance of the knight retinue is only four squares at most.
Roland let him continue straight ahead.
Because Roland now has the effect of "Guerrilla Tactics", both the knight retinue and the wind wolf are invisible.
But the wind wolf fought wild monsters in the neutral area, which directly exposed the location of the wind wolf.
And this time, the knight retinue actually triggered another incident on the road.
"Your knight entourage encountered bandits robbing the caravan on the road. Do you want the knight entourage to join this battle?"
you still need to ask?Of course it is.
The trigger event is random, even if you come to this grid later, this event will not be triggered again.
So try not to give up.
"Which side do you choose to let the knights help? Help the bandits deal with the caravan? Help the caravan deal with the bandits? Or deal with both sides?"
There is such an option?
Three options are given corresponding result prompts.
If you choose to help the bandit deal with the caravan, there is a chance that you will continue to fight the bandit after the battle, and you will die due to poor condition;
If you choose to help the caravan solve the robbers, you only need to pay a certain amount of health to end the battle smoothly, and you will be rewarded by the caravan afterwards;
And if you can get rid of people on both sides in the melee, then you will get more rewards after the battle, but this choice has a [-]% chance of death.
To be on the safe side, Roland chose the second option.
Help the caravan to deal with the robbers.
"With the help of your healing spell, your knight squire lost only one point of health in this battle.
In order to repay your life-saving grace, the caravan sent you a gift, which has been transformed into a game card. "
"Lightning Staff": equipment, only used by humanoid creatures.A humanoid unit with this equipment can release a lightning strike to a single target within an eight-block range, causing [-] points of damage.Each action phase can only be used once.After the humanoid unit holding the equipment dies, the equipment will drop at the place of death and can be picked up by other players.
Roland resolutely gave the "Lightning Scepter" to the knight entourage to use. After all, only the knight entourage is a humanoid creature who can use this equipment.
"Your knight entourage has learned something in this battle, and has been promoted from the first level to the second level."
After successfully completing this event, the combat effectiveness of the knight entourage has been greatly improved.
The knight servant who has been promoted to the second level has a basic life value of [-] points, and the moving distance can reach up to five squares.
After the "Lightning Scepter" obtained in the incident was used as equipment by the knights, both Green and Bode also saw the attribute information of this equipment card.
"It actually triggered another event and got the equipment. You are so lucky."
……
Roland's round is over, and Bird is next.
Still a new draw card.
""Elf Archer": a humanoid creature. It moves vigorously and can perform long-range attacks with a long range."
""Cobra": Beast. It is invisible in the grassland environment, and each attack hits a biological unit, which can cause continuous poisoning damage."
"War Horse: Beast. The movement distance is longer, and it can be ridden by humanoid creatures, increasing the movement distance of humanoid creatures."
The specific attributes of the three new follower cards are not shown, only a general introduction.
But Green and Bode are both "veteran players", and they all know the specific attributes of these cards.
Bode first chose "Elf Archer", followed by Green who chose "War Horse", leaving the rest of "Cobra" to Roland.
"Elf Archer" is the best of the three follower cards, and although "Cobra" is a big killer in the grassland environment at this time, once it enters the territory of the leader Green, it will There are many places that do not belong to the grassland environment.
And "War Horse" is undoubtedly a card of great strategic value. Green didn't intend to give up this good card to Roland, so he chose this card.
After the start of Bode's action stage, he first opened the "Army Treasure Chest" he had just obtained.
This is a random "reveal card" that is revealed to all players.
"Standard Long Sword": Equipment, only used by humanoid creatures.Increase the attack power of the follower equipped with this weapon by twelve points when attacking in melee.
(End of this chapter)
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