Every 30 seconds, a Council pauses the battle and offers you 3 cards. You take one, and it shapes your army for the rest of the battle. With dozens of cards in the game, the choice can feel big. It does not have to be slow.
How a Council works
The battle waits while you choose. Your rivals hold Councils too, on their own countdowns, shown in the top bar. A card's effect lasts for the rest of the battle (in the Gauntlet, cards you pick at a Council last for that battle; your run's own cards come into every battle).
What the offers look like
Councils follow a pattern of rarity as a battle goes on: Common, Common, Rare, Common, Rare, Epic. Early Councils offer steady, small cards; later ones offer bigger swings, and the bigger cards often come with a cost. Glass Cannon trades health for damage:
A three-question method
When the cards appear, ask these in order, and stop at the first yes.
1. Is something going wrong right now?
If a rival is about to take your capital, or his army outnumbers yours, take the card that fixes that. A card that pays off in two minutes is worth nothing if you lose in one. Defensive cards like Homeland (more damage on your own land) or Hold the Line shine here.
2. Does a card fit the plan I am on?
Your Doctrine is your plan. If it is Swarm (cities produce faster), cards that make more dots or a bigger army fit it. If it is Bastion (stronger on your own land), defensive cards fit. A card that adds to what you already do is usually worth more than a strong card pulling the other way. See every Doctrine explained.
3. Does a card work with what I hold?
Some cards get better with others. Swarm Tactics wants lots of Lights together; Conscription gives you lots of Lights. Pincer wants three of your units on one enemy; a big army makes that easy. Look at the build strip at the bottom of the screen: it shows your Doctrine and every card you hold.
If nothing fits: take the steady card
When no answer stands out, take the plain, always-useful card: Forges (cities produce faster), Muster (a bigger army), Drill (more damage). They never fit badly.
Things that are easy to miss
- Read both lines. Many cards have a cost on their second line. Iron Legion gives you Heavies and slows your cities.
- Your army's mix matters. A card that buffs Sieges does little if you have none. Doctrines and some cards change what your cities make; others only improve what you already make.
- Watch the rivals' countdowns. The top bar shows when each rival's next Council comes. If his is about to open, strike before his new card arrives.
- Faster Councils are a plan of their own. Ruins, mines and some cards bring Councils sooner, and more Councils means more cards. See ruins, mines and the council countdown.
Rerolls
Strategist gives you a free reroll at every Council: a new set of cards if you do not like the first.
Where to go next
- The plans themselves: every Doctrine explained.
- Drafting in general: when to skip a card.