Roguelites and deck-builders share one decision, repeated dozens of times a run: here are a few options, take one. New players take the strongest-looking option every time. Experienced players often take the weakest-looking one, or none. The difference is that they judge a card against their build, not on its own.
A card's value is not printed on it
A card that says "+50% damage" looks better than one that says "+12% production". But its worth depends on what you already have:
- Does it multiply something you have a lot of? A bonus to Sieges is huge in an army full of Sieges and nothing in one without.
- Does it fix a problem you have? Healing is worth little to a build that wins every fight fast, and a lot to one that keeps losing slowly.
- Does it fight something else you took? A card that rewards standing still is at odds with one that rewards rushing.
The same card can be the best pick of the run or a wasted slot. "Is this card good?" is the wrong question. "Is this card good for me, now?" is the right one.
Why fewer, better cards win
In games where you hold a deck, every weak card makes your good ones show up less often. In games where you hold a build of limited slots, a weak card uses a slot a strong one could have had. Either way, dilution is the enemy. A focused build that does one thing very well beats a pile of unrelated good cards.
That is why skipping is a skill. If a game lets you skip, use it when nothing on offer fits. If it does not, take the option that commits you least: the plain, steady card that helps any build a little rather than the flashy one that pulls you off your plan.
Three questions before every pick
- What does my build do? Say it in one sentence: "lots of Lights, fast," or "hold my land and grind." If you cannot, decide now.
- Which option does more of that, or covers my one weakness? That is usually the pick.
- If none does, which one hurts my plan least? Take that, not the most exciting one.
In Dot Conquest
At a Council you always take one card of the 3 offered, so "skipping" means choosing the card that commits you least: a steady one like Forges, Muster or Drill.
Your build has a spine: your Doctrine. Cards that build on it are worth more than strong cards that pull another way. See every Doctrine explained and how to pick one of three.
The Gauntlet makes this sharper. A run's build holds a Doctrine and up to 10 cards, and they come into every battle of the run, so every card you add is one you will live with. Focus pays across a run of up to 30 battles in a way it cannot in one.
Common drafting mistakes
- Taking every rare card. Rarity is not fit. A Rare card that fights your plan is worse than a Common one that fits it.
- Hedging. Taking a bit of everything "to be safe" gives you a build that is mediocre at everything.
- Forgetting costs. Many strong cards take something away. Read the second line.
- Planning for a card you have not seen. Build on what you hold, not on what might come.
Where to go next
- The Gauntlet's run and build: the Gauntlet guide.
- A quick method for any Council: how to pick one of three.