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2.4 Rage Frenzy

Card Overview

Game Costs and Point Caps
Difficulty Hendrick Cost Teague Cost Points
Easy $25 $75 75
Normal $55 $150 125
Hard $125 $225 250

Depending on the difficulty level you choose, you will be provided with a different amount of points, which you can spend on building a deck, as seen in the table above. Each card has a cost associated with it, located on the bottom of the card. The weakest cards cost 5 points and the most powerful cards cost 50 points. Use your available points to construct a deck of 12 or fewer cards. Cards also have a damage value and a health value. In combat, the damage value determines how much damage a card does while the health value determines how much damage a card can take before it’s killed. When a card’s health is reduced to zero, the card is removed from play. Several cards also possess special abilities that may enhance or stun other cards on the table. Spend your points wisely when building a deck and try to find the best combination of offense and defense to build the strongest deck possible. Destroy all your opponent’s cards to win, or tie to break even. There are five different types of cards: melee, ranged, healers, explosive, and vehicles.

Melee Cards

Melee cards can only attack cards directly across from themselves. If there are no cards to attack, they have the option to take cover, reducing incoming damage by 50%. Cards in cover are shown with a transparent shield overlay. While they lack the targeting versatility of ranged cards, melee cards should always make up a fair portion of your deck. Their ability to dish out and absorb damage plays a large part in any victory. Plus, their attacks aren’t restricted when your opponent plays a vehicle card.

Ranged Cards

Ranged cards have the ability to choose their targets, allowing them to remove cards that may pose a threat. However, when a vehicle card is in play, it must target and destroy the vehicle before being able to select any target again. Being able to choose targets makes ranged cards very versatile, especially if you’re trying to take out one of your opponent’s powerful cards. Your ranged cards can effectively gang up on one card to take it out quickly, assuming no vehicles are in play. Since ranged cards can attack every turn, they can’t take cover.

When choosing targets for their ranged cards, your AI opponent will always attack the card with the lowest health on your side of the table. The only exception is if you’ve played a vehicle card. At that point, the ranged card must attack the vehicle.

Healer Cards

Healer cards can select a damaged card to restore hit points to or they can choose to take cover. Healers cannot heal themselves or other healing cards. Before loading your deck with heal cards, realize that healers cannot attack either. The damage value on each heal card represents how many hit points it restores to a card when healing. If all your cards are healthy, the healer can only take cover. As you can see, healer cards are very specialized and can play a big role in certain situations, but you probably never need more than one healer card in your deck.

Explosive Cards

Explosive cards damage all opponent cards when they enter the play area. They destroy themselves in the process, however, and do not stay in your hand. The effectiveness of explosive cards is largely determined by when they’re played—a factor determined purely by chance. If an explosive card is the first card drawn, it’s a total waste, maybe injuring one or none of your opponent’s cards. However, these cards can be extremely effective if drawn when your opponent’s side of the table is filled with cards. Still, once they explode, they’re gone. They can’t stick around to attack or absorb damage. Limit yourself to one explosive card per deck.

Vehicle Cards

Vehicle cards are only capable of taking cover, making them a strong defensive card. Since vehicle cards can only take cover, all incoming damage is always reduced by 50%. When a vehicle is in play, any ranged cards must target the vehicle and destroy it before targeting other cards. Think of vehicles as a ranged magnet, absorbing all ranged attacks. This is a great way to prevent your other cards from taking damage. Like healers, vehicles have no offense, so you probably only want one or two vehicle cards per deck.