Review:
PSP Review - Neverland Card Battles (Part 2)
(Read part 1 of this review here)
Winning the Game – Basic Tactics
The basic strategy is to gain as much territory as you can so you can summon your more powerful unit cards. But as with most card games, you’ll need to balance out your deck with small cost units to take more territory early (similar to “mana acceleration” concepts found in other card games). In addition, you can slow down your opponent by trying to take their territory away from them. This can be accomplished a little easier with units with attributes – some units have attributes of earth, wind, water, or fire, and can be summoned to a tile with the same attribute (brown for earth, green for wind, blue for water, and red for fire); meaning you can summon a unit closer to the enemy Dominator. Additional units can be summoned next to any unit or base you control.
Winning the Game – Advanced Tactics
Early Game – Mana Acceleration
As with most card games, this game can be boiled down into simple math. If I have a unit such as Chick Bug, it costs me 4 points to play. This means I can play it on turn two (you only begin with 1 point). However, a Chick Bug has no Keep Cost, so if I play it on turn 2, summoning it onto an unoccupied square, I will immediately gain 1 point for the next turn. It then moves three spaces, so I will gain 3 more. And my Dominator will move as well, so in total on turn 2, I will net 7 points, meaning I will have 11 total points to summon with on turn 3. In comparison, if I summon a Sinba Empire, it costs 3 points, and has a Keep Cost of 4. If it moves 3 spaces, I will gain 4 points (assuming a summon on an unoccupied square), but on turn three I will still only have 4 points to spare. Clearly, the Chick Bug is better for gaining Costs, but if I need a unit that can fight back, the Sinba Empire may be better.
My card of choice for the early game is the Elven Nun – she is associated with Earth, so she can be summoned elsewhere if need be, she has a move of 3, and has a cost of 3 with a keep cost of only 1. Her special ability of Blind Faith allows her to give you three Costs at the start of each turn, so she nets you a total of 6 points on the following turn. She has no AP (like the Chick Bug), but can gain AP if standing on an Earth tile, and has 1 DF naturally thanks to her Defense Skills, meaning she can take a hit from an early unit like Sinba Empire and survive to continue taking territory.
