Alpha Cube (Free Roguelike Card Battle) Introduction, Impressions, and Strategy Notes

アルファ・キューブ(フリー・ローグライクカードバトル)紹介・感想・攻略メモ game
This post can be read in about 22 minutes.

This is an article introducing the roguelike card battle game "Alpha Cube" by kainushi.
The game begins with a mysterious introduction, and players use their hand of cards to make their way deeper into the facility.
It's a challenging game that tests your ability to handle random elements and your strategy for building winning patterns.
The story, which unfolds as you clear each stage, is also a major draw.
There are (presumably) three stages and three pieces of equipment to choose from, so I think there are nine different ways to enjoy the game.

Each playthrough took approximately 30 minutes to 1 hour, and I played for a total of about 27 hours.

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Game Overview

When you start the game, you'll first be asked to enter your name.
This will be used to display score rankings, so please choose a name that does not violate public order and morals.

 

The tutorial will start first, so just play through it to get a feel for the game.
Choosing a route involves an element of luck, but it's best to decide based on your current circumstances.
Examples of factors to consider when making a decision are briefly mentioned in the strategy notes at the end of the article.

 

The initial deck consists of 10 cards, all of which are basic cards.
Just because something is the first item doesn't mean it's weak; if you upgrade it, it's a well-balanced item that you can use until the end of the game.
You might want to use this as a reference for the ratio of attack and defense cards.

 

By defeating enemies, you can acquire "Memories" that can be used to enhance your stats and increase your parameters.
Since it's a choice between two options, carefully consider which one is more useful before making your choice.
The memories you obtain after defeating a boss are often valuable, such as those that increase your maximum AP, so it's a good idea to choose them carefully.

 

When you select a route, two destinations will be displayed.
(In the image above, both images happen to be of the same event.)

The general event details are as follows:
"Exchange of goods"This is a shop where you can buy cards and memory in exchange for supplies.
"item"Then, you can obtain the memory.
"Rest area"This allows you to either restore HP or enhance one of your cards.
"enemy"This will be a battle, but if you win, you will get one card.
"A formidable opponent"It's a tough challenge, but you can obtain one card and one memory.
"Uncertainty factor"While events other than "tough enemy" events occur randomly, there are also events where you can receive card rewards immediately.

 

I will give you a general overview of the combat system in this game.
There's a tutorial at the beginning of the game, so the content is basically just following that.

The combat system involves alternating turns between the enemy and your allies.
During your turn, you take action by using cards, which consumes AP (Action Points).
Each card has a cost, and your AP decreases by that amount.
In the image above, the current AP is 6, which means that you can use three cards that cost 2.

 

You don't necessarily need to use up all of your AP.
If you end your turn with remaining AP, your SP will increase by that amount.
When your SP reaches 8, you can use a powerful technique called an SP Skill.
The strategic decision of whether to use up all your AP or to use it to accumulate SP is one of the interesting aspects of the game.

 

Defeating enemies will earn you supplies and cards.
The faster you defeat enemies, the more resource bonuses you receive, but if you try to defeat them quickly without strengthening your defenses, your HP will be reduced.
In this game, HP recovery methods are limited, so prioritizing one over the other is a trade-off.

 

Now, the reward cards you receive after defeating enemies are selected from a list.
Let's incorporate what we consider to be the most useful.
Including cards that are difficult to use can actually be a hindrance, so if the rewards consist only of unnecessary cards, it might be best to skip them altogether.

 

The score screen will be displayed when you defeat the final boss and clear the game, or when you get a game over.
Once you can consistently clear the levels, it might be fun to try competing with other players to aim for a high score.

 

This is the main screen of this game.
This screen returns when the game starts or after a game over.
If you select "Challenge," you will choose a scenario and the main game will begin.
"Training" is a review of the tutorial you experienced when you first launched the game.
In "View," you can check other players' rankings.

Selecting the "!" mark at the bottom will allow you to chat with the support mech.
The content of the conversations will change depending on your progress in the game.
This will be an important help in understanding the world of this work.

 

Now, when you start the main story, you can choose the protagonist's equipment.
The types of equipment you can choose from will increase as you progress through the game.
This choice will drastically change the contents of your initial deck and the types of cards you can acquire.
Each character has their own preferred tactics and anticipated strategies, so it's essential to understand these before building your deck.

It's important to choose equipment that you find easy to use, but sometimes it might be important to choose different equipment and try new tactics.

Review (no spoilers)

I'm writing this after clearing each of the three scenarios with three different equipment setups.
I haven't counted how many times I've played it, but I think I spent a considerable amount of time engrossed in it.

 

The fact that you can't save mid-game, meaning you have to start over if you get defeated, created a good sense of tension.
Players familiar with roguelike games should be able to accept it without any particular difficulty.
However, players who are used to restarting by saving and loading may find some aspects difficult.
It might seem like it would be good to have a suspend save function, but since it would allow players to copy suspend save data and restart indefinitely, it probably wouldn't fit the purpose of the game.
Given that there's a ranking system for players, I think it was a wise decision to eliminate any features that could allow players to cheat and inflate their scores.
I think players who work hard and diligently to improve their scores will be rewarded.

 

I think the game's difficulty level was appropriate.
It's a common experience in this genre that it feels difficult at first, but then becomes easier as you gradually understand it.
Even if you can't find a winning strategy on your first try, the feeling of gradually becoming more consistent with each playthrough gives you a sense of excitement (it's great as a player when a game gives you this feeling).
And the moment I finally defeated that formidable opponent after countless attempts gave me an unparalleled sense of accomplishment.

Regarding the cards, there were various types available depending on the equipment, making them worth trying out.
Even cards that didn't seem very appealing from the description alone turned out to be quite powerful when I tried them out, which was fun.
I think there are still cards and combos that I haven't mastered yet, so I want to gather more information.

 

I'm not complaining, but one thing that bothered me a little was the description of cards that have the effect of generating new cards.


"So, what kind of effect does this 'Soul' have?" I can't help but wonder.

The only way to find out what effects the generated cards have is to actually generate them and read the descriptions.
I wanted to check the effects and costs before acquiring it, if possible.
If there are no particular flaws, I see this as a message encouraging me to try it out, so I intend to accept it.
(I apologize if I've simply overlooked a way to verify this.)

 

Regarding the story, it was well-crafted and interesting.
I had assumed the game system was the main focus, and that the story would be merely an afterthought, but I was pleasantly surprised to find that it was actually quite well-developed.
The fact that the protagonist's true identity is unknown at the start and gradually revealed felt like an adventure game.
Furthermore, horror elements were used effectively, and there were many scenes that evoked a sense of eeriness and fear.
While you don't need to have played the previous game, "Mikage Cube," there are elements that create a sense of connection if you have, which I found very satisfying.

 

The graphics and background music were clearly crafted with considerable time and expense, and I can confidently say that this is a work that clearly surpasses the level of a typical free game.
If you enjoy this kind of roguelike card battle game, I'm sure you'll have a great time, so I highly recommend giving it a try.

Strategy Notes (Spoiler Warning)

This section contains information that may be helpful for gameplay strategies.
The equipment-specific sections mainly focus on the user experience with memory and cards.

Since I was writing this while playing, there might be some inaccuracies, but I prioritized capturing the energy and live feel.
Please comment if you find any errors or have any additional information.

 

Route A or Route B?

It depends on your play style, but ultimately, the answer is to decide based on the situation.

In the example shown in the image above, B has more strong opponents, while A has more uncertain factors.
In a neutral situation, choosing A would be the safest option.
However, if you have acquired a memory that "has an effect when fighting strong enemies or bosses," then option B, which can utilize that effect, would be the recommended choice.
Because while tough opponents are challenging, you can significantly strengthen your team by receiving both cards and memory as rewards.

If you have acquired Memory Avoid (which allows you to avoid enemies when choosing an uncertain option), I think choosing A will reduce the risk and allow you to purchase and upgrade cards.
Until you've strengthened all your cards, I think it's best to prioritize strengthening them in the break room.

Let's consider how to make the best choice based on the current situation.

 

Early game strategy

I think there are many different strategies for the initial stages of a game, depending on the person.
In my case, I prioritized strengthening the "Defense" card, which was the core of my initial strategy, while avoiding combat with enemies.
I think you'll end up using "Defense" until the very end without removing it, so I think it would be more stable to strengthen it early and get it to Shield 9.
Conversely, I felt it was best to treat "Attack" as merely an offensive tool for the early stages of the game.

 

About combat

In combat, I believe the most important thing is to be able to put up a shield that can neutralize the enemy's attacks.
Since the means of recovering HP are quite limited, you must not take damage easily.
Since you fully recover after each stage's boss battle, a certain amount of damage is tolerable.

In battle, any excess AP is converted directly into SP.
If you have 8 SP accumulated at the start of the turn, you can use your SP skill to put up a shield at any time you want, which provides a sense of security.
I think opportunities to use offensive SP skills are limited to situations where you have ample HP and shields.

 

About the deck

When the number of cards in a deck increases, it takes many turns for the deck to cycle through once.
Increase the number of useful cards and compress your deck by removing as many unnecessary cards as possible.
However, cards that disappear from the deck after being used once are less likely to get in the way, so it might be a good idea to try incorporating various cards into your deck.

Since shield cards are generally important, you should include more of them than attack cards in your deck.
Also, as your maximum AP increases, you'll have excess AP, so from the mid-game onwards, it's a good idea to include cards that allow you to draw from your deck, as well as powerful cards with high costs, in moderation.

 

Blade & Gauntlet

Play Record

(After clearing the first trial of the Trial of Redemption)

After much trial and error,"A sword technique that outmaneuvers the opponent."I felt that a strategy of compressing the deck around this card would be stable.
Since its properties are strengthened with each use, incorporating multiple copies will dramatically increase the speed at which it strengthens.
So, I incorporated cards like "Arm Guard," which allows you to draw cards while deploying a shield, and "Destructive Strike," which lets you clear your hand all at once (this might have been unnecessary).

Memory that allows you to draw one extra card at any time."accelerator"It was also very effective.

Removing unnecessary attack cards from the shop is also very effective.
Cards that are removed from the deck after being used once are less likely to get in the way, so including many of them shouldn't have much of an impact.
"Tsurugisan"I quite liked that effect because it allowed me to continuously inflict damage even while focusing solely on defense.

Also, I like defensive, long battles, so I can always keep my shield up."Reserve armor"That was very helpful.
Furthermore, the shield will be passed down, much to the delight of defense enthusiasts."Square Guardian Area"Having acquired it, I could use up my leftover shields without them going to waste, and I was able to fight much more stably.
Having three-quarters of the shield remaining after deploying it is essentially the same as having HP stockpiled, so it was extremely useful.

 

ESP size

Play Record

(Cube escape - upon clearing for the second time)

This equipment type is crucial because it allows you to effectively utilize the force field.
I believe it's important to aim for a deck that builds up the force field and creates a situation where things get easier and easier as the turns progress.
Rather than just temporarily increasing the force field for that turn, you'll want to assemble cards that provide a permanent increase.
力場の値だけダメージを自動で与えてくれるウイルス系のカードを使えば、こちらが盾を張るのにAPを回せます。

What was useful was"Annual Power" "Thought Acceleration" "Magnetic Field Expansion"Perhaps something like that?
Increasing the force field through SP skills is also useful.
What I found most useful was"Ring Arts"is.
Once used, the force field increases every turn, so if you can withstand attacks to some extent, you can deal very large amounts of damage and create a shield in the later stages of the battle.

 

(A path to freedom - second clear - choice: stand up and fight)

"Step"
It's unassuming, but with a cost of 0, 4 shields, and a draw effect, it's practically risk-free and low-return, so it did a pretty good job.

"Freeze"
It was useful not only for removing viruses, but also because it could act as a pseudo-shield by reducing the enemy's attack power.
Upgrading it will reduce the debuff duration to two turns, which is useful for preparing for enemy attacks in the next turn.

"Resonance of the soul"
Being able to generate Soul when you have excess AP and turn it into a stock that you can use anytime added flexibility to your tactics, which was very useful.
The fact that it also provides a shield effect is a nice little bonus.

"A smirk"
Since opponents usually have debuffs applied, this is a shield and draw card that can be used almost constantly.
Since there don't seem to be many cards that can be drawn when using ESP equipment, this little trick was very useful.

"Shield of Impurity"
This card offers both offensive and defensive capabilities, allowing you to deploy a shield while accumulating viruses.
I definitely find it convenient to have a single item that serves two purposes.

"Dreadzone"
It's incredibly satisfying to build up a force field and then use the remaining AP to unleash massive damage all at once.
The effect of increasing the debuff value by 6 was also significant, and it helped to drastically increase the damage dealt when the virus was removed.
It might be difficult to use unless you have ample AP (Access Point) capacity.

 

(A path to freedom - after clearing for the third time - choice: join forces)

"In Memoriam"・"Electric Shield" "Mode: AR" "Defensive Formation"
This combo increases your shield value by 2 each time a card is removed, and deals damage each time you gain a shield.
This is an incredible combination that allows you to strengthen your defenses while attacking simply by continuously using Bit and Quickdraw cards.
SP Skill"Purity"By recovering AP, I was able to play quite a few times, which allowed me to defeat Deus with ease.
Incidentally, the "Fear" debuff, which reduces your AP to zero with just one card use, is quite frightening, so it's worth noting that it can be removed by Purification.

*Please note that there was a text message warning that if you continue to defeat Deus in defiance of your mission, your data will be reset.

 

Virus and disease specification notes

·virus
This debuff deals continuous damage at the end of each turn, and when removed by another debuff, it deals virus x force field damage.
In other words, when the virus has many turns remaining, you can inflict massive damage by removing it with another debuff (anything will do, such as plague or weakness).
The initial deck includes "Invasion," which inflicts viruses, so you'll want to incorporate at least one debuff-granting card early on to make the most of it.

・ Plague
When deactivated, it inflicts damage equal to the force field; when it naturally deactivates due to the passage of turns, it inflicts damage equal to the force field x 4.
In other words, waiting for a plague to naturally subside will cause significant damage.

Comparing the two, it appears that disease is suited to a strategy of inflicting disease once and then patiently waiting, while viruses are suited to a strategy of actively and repeatedly exposing people to the disease and then eradicating it.

 

How to defeat the Trickster

In the Trickster's domain, if you deal damage during a turn, that amount will be added to your attack power and you will attack again.
Therefore, try to minimize the damage you inflict in a single turn and attack in a way that does not exceed the value of the shield you can maintain that turn.
If you do nothing, its attack power is 0, so although it will take time, this method allows you to defeat it safely.
It's also a viable strategy to focus on increasing your force field for a while, and then use the virus to defeat them all at once.
Turns in which it attacks multiple times are dangerous, so wait while making other preparations without engaging in combat.

 

All-Thing Shooter

Play Record

(After clearing "A Path to Freedom" for the first time)

I'll be writing about my experience playing through All Thing Shooter.

This isn't limited to this equipment, but memory"Stack" "Economy"I think it's quite useful if you can acquire it early in the game.
It's useful everywhere: when deleting unwanted cards in the shop, when purchasing new cards, when purchasing SP skills, and so on.

"Soul Resonance"This item increases your maximum AP by 2 when fighting tough enemies or bosses, and I personally like it because it allows you to actively fight tough enemies.
"drain"It may seem unremarkable, but it gradually becomes effective in the long run, so while it depends on your priorities, acquiring it wouldn't hurt.

I think the All-Thing Shooter's main selling point is that it increases the number of attacks by firing bits with a cost of 0.
Now, among those, the card with overwhelming usefulness is..."Infinite Power"That's it.
With its exceptional effect of increasing AP by 1 each turn, it becomes more powerful the longer the battle lasts.
I want to include plenty of draw cards so I can use up any excess AP I have.

"chaos"
It was really fun because it gave me the opportunity to use a variety of ★3 cards.
In every battle, you can try out different cards and see how they work, so it's very satisfying when you master them.

"Stinger"
This card allows you to attack while also providing a shield.
While there are conditions regarding the number of cards used in a given turn to activate a shield, this equipment, which can generate bits with a cost of 0, makes meeting these conditions relatively easy.

"Fighting spirit concentration"
I felt this equipment would be quite useful in situations where you use many cards in the same turn.
Since even cards with a cost of 0, such as Bit and Quick Draw, count as one card, they can be a significant source of damage.

"purge"
It was effectively utilized when combined with "Infinite Power," which allows you to continuously increase your AP.
Normally, a decrease of 1 in maximum AP would be a significant setback, but if AP increases every turn, then it's not a problem.
The increased attack and defense power boosts the overall value of shield cards, making them extremely powerful.

"Speed up"
It's useful for drawing cards rapidly to use up your ever-increasing AP.
This card allows you to speed up the purging process, so although it's not flashy, it's definitely a card you'll want to include.

 

(After clearing the first trial of the Trial of Redemption)

"Blade breaker"
Since "Weakening" reduces the enemy's attack power by a percentage, the higher their attack power, the greater the effect.
It can also be seen as a shield card, so if you strengthen it and the debuff lasts for two turns, it's quite useful.

"Junk collector"
It was useful for removing error cards.
While many error removal cards can only be used once, this one doesn't disappear after use, so it turned out to be surprisingly useful.
If you include a larger number of cards, you might be able to save on the number of times you have to remove cards from the shop.

"Star Current"
By using it after using many bits and shield bits, I was able to inflict a considerable amount of damage.
It's very useful because it can inflict significant damage at a relatively low cost.
"Heat rays" are equally powerful.

"Unauthorized access"
While there's the disadvantage of having error cards, I think the advantages outweigh the disadvantages if you can offset them with "Junk Collector."

 

The ordeal of reminiscing about civilization

This scenario has slightly unusual rules, so I've created a separate section for it.
I hope this will be helpful as a guide.

There is a turn limit.

A turn limit is in place, and it decreases by one turn each time you enter a battle, event, or any other situation.
Turns are added upon clearing a stage or through memory effects.
However, if the number reaches 0, it's game over, regardless of whether you're in combat or not.
Therefore, a style of play that involves prolonging the battle is difficult to employ, and tactics that allow for high firepower to be unleashed as quickly as possible are required.

No HP recovery after clearing a stage.

In other scenarios, HP was fully restored upon clearing the stage after defeating the boss.
However, this scenario does not include that.
You'll also need to be mindful of things you didn't use much in other scenarios, such as rest periods and HP recovery memory.
However, if you focus too much on defense, you might run into turn limits, so finding the right balance is especially difficult in the early stages of the game.

 

Initial bonus consumed by willpower

You can use the Willpower you've earned in other game modes to add three additional starting bonuses.
You can also obtain the will by playing this "Trial of Civilization Recollection".
The further you can advance, the more you can acquire, so try to persevere as much as possible.
This initial bonus is quite important; if you can get something useful here, it will make the game much easier.

Below, I'll list the bonuses that I found particularly useful.

"Super-strengthened"
Strengthen all cards in your deck.
戦力の底上げになり、休憩所での強化を新規獲得カードに回せるので非常に助かります。

"Rare Memory Acquired"
Although expensive, acquiring memory that increases maximum AP from the start makes things considerably easier.

"Medicine for emergencies"
Your HP will be restored by a certain amount before facing tough enemies or bosses.
It may seem unremarkable, but it gradually proves useful in this scenario where energy doesn't regenerate naturally after clearing a stage.

"Sense of accomplishment"
When you defeat a powerful enemy or boss, you will recover one-quarter of your maximum HP.
It will be just as useful as the medicines mentioned above.

"excitement"
This bonus increases your attack power by +1 at the start of each turn from the second turn onwards.
In this scenario with its turn limit, it might be difficult to utilize if you don't have enough time, but it is useful in boss battles.
I think it's particularly effective against Allthing Shooters who fire off bits in rapid succession.
The cost per will is 400, so it's not bad value for money.

"Twin Souls"
This bonus has an extraordinary effect: it allows the SP skill's effect to activate twice.
It's painful to spend 4000 willpower, but the effect on both offense and defense is immeasurable.

"Self-immolation"
Remove all attack and defense cards from your initial deck, and add 3 Karma points.
You might be wondering, "Is this really that strong?", but because it allows you to cycle through your deck quickly, it's actually very powerful.
It costs a hefty 4000 in willpower, but once you try it, you'll be hooked.

 

Strategy Notes

I managed to clear each of the three modes: Blade & Gauntlet, ESP Scythe, and All Thing Shooter.
I will write about the key points and things to keep in mind when using each piece of equipment.

 

Update the SP skill "Loneliness" as soon as possible.

The initial SP skill "Loneliness" only provides a +14 shield bonus, which is somewhat underwhelming.
At the shop, it is a complete upgrade."guts"(19 shields + draw 3 cards)"Tranquility"If you see (Shield 22, Shield 8 on your turn), prioritize overwriting it.

 

I generally avoid combat.

Because there is a time limit, battles will take time until you have enough cards to deal significant damage.
Try to avoid enemy symbols as much as possible, and focus on strengthening your cards at rest areas and shops.
A formidable enemy, the Grim Reaper, will appear, and you'll be no match for him in the early stages, so avoid him.

 

Notes on clearing the ESP size

The strength of the ESP size lies in its high damage output through debuffs utilizing force fields.
The virus you have from the start deals damage equal to the force field as turns pass, but if you remove it, you can deal massive damage all at once.
The basic strategy involves increasing the force field while stacking viruses, then removing them with another debuff to inflict massive damage.
The initial deck lacks cards that inflict debuffs other than viruses, so you should add cards that inflict other debuffs as soon as possible.
The recommended debuff is the weakened state, which acts like a pseudo-shield, reducing the damage taken from the opponent.
Damage can also be dealt at the same time."Freeze"I think it will appear easily and be easy to incorporate.

Other cards that I found easy to use are as follows:

"Connecting Lightning"
It can be used with 0 AP and increases your AP at the start of the next turn, so there are virtually no downsides.

"Black Mist"
It inflicts a darkness debuff on the opponent, rendering their attacks ineffective.
It's also effective against the final boss's super-fast combo attacks, making it a trump card when you absolutely need to withstand an attack.
Incidentally, if the spiritual buff is from "Mirage," you can extend the duration of the effect by using "Illusion."

"The impure god"
It inflicts disease level 1.
Since the plague is a debuff that deals massive damage when it is removed, the fact that you only have to wait one turn is a huge advantage.
Using this to remove the virus status allows you to inflict massive damage in a short number of turns.
The main drawback is its rarity.

In any case, it's important to keep using and rotating cards that increase the force field.
In addition to cards, you can also increase your force field using SP skills, so make use of these when you have the opportunity.
When I cleared the game, I obtained the "Self-Immolation" card as an initial bonus (removes all attack and shield cards and adds 3 Karma cards), which allowed me to rotate cards that increase my force field much faster, making the game much easier to play.
Let's get rid of the "karma" as quickly as possible by using memory effects or deleting cards from the shop.
While luck is certainly a factor, if you can successfully acquire strong cards, you can cycle through your deck quickly, making it very efficient.

 

Notes on clearing Allthing Shooter

I think the strength of Allthing Shooter lies in its ability to launch zero-cost bits while drawing cards rapidly, increasing the number of cards used in a single turn.
Therefore, it is important to include cards whose effect amount depends on the number of cards used in a turn.
or,"purge"The goal is to boost offensive and defensive capabilities, and increase the power of individual bits and shield bits.

I'll list the memory and cards that I found useful.

memory"Clear Soul"I like this equipment because it's fairly useful with any setup, but it's also important with this particular setup.
Being able to carry over AP from turns where you have nothing specific to do allows for more flexible card usage.
memory"Guard Cell"That was a pretty vicious skill.
Every five cards used in a turn grants +1 defense, and with this equipment that utilizes a large number of cards, it was possible to become incredibly tough.

"Purification of emotions"Since this card effectively increases the maximum AP, it has almost the same effect as drawing a rare memory.
If you can incorporate multiple of these cards, you'll have a lot more options and it will be easier to fight.
For similar reasons,"sixth sense"It's useful because it generates "Soul" cards, stocks AP, and can be used at any time you like.

"Command Tower"As a device for generating bits, it simply offers excellent cost performance.
"Autobit"It also generates bits every turn, which increases the number of moves you can make.
"Infinite Mechanism"Each time you play a card that is removed from your deck after use, one of the following will randomly occur: "Add a bit," "Draw a card," or "Nothing happens."
ビット系がこれに該当するので、手数がかなり増加します。

and"Fighting spirit concentration"It has the effect of dealing damage equal to the number of cards used during the turn multiplied by 2 (3 after enhancement).
It may seem unremarkable, but the fact that it reliably deals additional damage every turn makes it an effect that shouldn't be overlooked.

 

Notes on clearing the game with Blade & Gauntlet

I think the strength of Blade & Gauntlet lies in its simple ability to increase attack power and deal damage by just hitting the enemy.
Therefore, it is important to increase your attack power as quickly as possible and prepare to inflict damage all at once.

"Unstoppable power"
This is a powerful card that increases your attack power every turn.
Since using multiple cards will stack their effects, try to use them if you have the opportunity.

"To the heights"
It is useful as a normal attack card.
The cost is a bit high at 3, but it deals significant damage while also boosting your attack power.

"Reserve armor"
It was very useful as insurance, as it wouldn't end up in the trash and could always be kept on hand.
You can use "Quick Guard" as a substitute, but it's a good idea to have several of them on hand.

"solid"
Instead of sending one card to the trash, you put up a fairly strong shield.
Since it can also be used to eliminate error cards and "karma" cards, sending them to the trash actually felt like an advantage.

"A surge of power"
You lose 1 HP, but the fact that you gain a larger maximum AP in return is a huge advantage.
If you can use up all the cards in your hand and increase your SP to the point where you can replenish 8 SP each turn, you will have a significant advantage.

"A sword technique that outmaneuvers the opponent."
This is a zero-cost card that gets stronger each time you use it.
If you're looking to build a high-cycle deck using the "Self-Immolation" bonus, this might be the easiest card to understand and implement.

"Kamisoku Ranbu"
The attack power is 5 x 8 times, but since the attack power bonus is applied to the 5, the resulting firepower becomes an enormous number.
Incidentally, the maximum damage you can inflict on the final boss in one turn is 255, so raising your attack power to around 27 should be sufficient.
(Base attack power 5 + Effect 27) × 8 = 256

 

While the lightning-fast flurry attack delivered the final blow to the last boss, this is an example of overdoing it.

 

Bonus content after clearing the game

When selecting the initial bonus"Trickster"You will be able to obtain it.
When used during combat"Ragnarok Card"Twelve powerful cards, known as [name of cards], are included in the deck.
All twelve of these cards are removed from the deck after being used.
このボーナスを取得すると、その挑戦ではスコアは発生しなくなりますが、かなり爽快感のあるプレイが楽しめるかもしれません。

Card effect memo section

(Civilization Recollection Trial - Cleared for the second time in ESP size)
"Cursed Word D"

As you use it, the curse words E→A→T will be generated, and finally "Curse Word H" will be generated.
It can be used with virtually 0 AP, and when used, it inflicts significant continuous damage until the end of the battle.
It takes time to generate all of them, but the amount of continuous damage is exceptional, making it effective in long battles.

 

"Ascension"
Set the cost of all cards in your hand to 0 and keep them, then end your turn.
In other words, you'll be able to overwhelm your opponent in the next turn.
What I found useful is that it can reduce the cost of cards like "Reserve Armor" that you keep instead of sending them to the trash to zero, making it easier to use the cards you're keeping at the right time.
However, if it's the enemy's turn to attack, using this card will cost 6 mana, which may prevent you from creating a sufficient shield.
It's best to use it during turns when your opponent isn't attacking.

 

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