A terrible tutorial on Walls of Gadir (Zydar's card/chess strategy minigame)「Hammerwatch 2 Demo」
Read more in the description for strategy details on each card.
At the start of the game, you generally spawn with 2-3x more random wall pieces. Generally this makes the setup quicker but can also hinder your strategy, in which you can use an earthquake card to clear most if not all of it out.
The card decks contain:
=Commons=
* Discard card (removes one other card and itself without finishing your turn):
Depending on the situation you may have to compromise and remove your least wanted cards just for the sake of picking up something a bit more useful (e.g. cannon shots, nothing worse than having a full battlefield of cannons as you keep picking up only earthquake cards)
* Horizontal 2 piece:
not the most useful early game but easier to work with than a 3 piece wall late game
* Horizontal 3 piece:
good for setting up early game quicker, terrible late game
* Vertical 2 piece:
Useful for repairing deeper sections damaged by enemy cannons.
* Repair castle 5 points (does not finish your turn):
Useful as a buffer to partially shuffle your deck. Takes 3 of these to repair a single hit from a cannon, but is generally more useful to have than a full castle repair as it doesn't end your turn.
* Cannon shot (eats up a turn):
You'll want to save these up until you have enough to destroy a concerning enemy cannon formation or to win the game. I don't advise using them until you have a few ready to use consecutively.
=Uncommon=
* Cannon (has health of 2 walls as it takes 2 spaces):
My general strategy is to put the cannons primarily as far back as possible and protect them with a wall or if the situation allows it, more cannons (must be spaced at least one empty away from each other otherwise the back one will destroy the one in front)
* Single wall piece (does not end your turn):
Useful for filling those weird holes in your wall due to a weird start and to do minor wall repairs as it doesn't end your turn. Honestly it's more useful than the horizontal 2 piece by far.
* Repair castle 50 points:
Honestly, kinda junk as it eats up a turn, unless you find yourself in a very conveniently well protected scenario (e.g. after using an earthquake and it magically deletes your enemy's cannons completely), I generally recommend just discarding these in most situations and is usually the worst card to have in the deck as you only need it if you're about to lose, and at that point it's already too late. The NPC discards these by default.
=Rare=
* Twin cannon shot (does not finish your turn):
Useful for quickly destroying enemy cannons early game. It shoots your two top most cannons from the top of the screen, so if you have 3 or more, the ones below them won't be used. You can use this knowledge to "aim" your shot in a way. The NPC discards these by default.
* Discard all cards (finishes your turn):
For when sheets hit the fan. It makes no sense to ever have more than one, and in most situations you don't need them, so just throw them away. On the plus side, they're a little more useful than the castle-repair-50 card.
* Earthquake:
The earthquake card has like a 95% chance to clear out a wall and like a 50% chance to destroy a cannon. The NPC discards these by default.
=Very Rare=
* Repair walls:
Very useful especially after using an earthquake card. The NPC discards these by default.
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