Splinterlands Community Engagement Challenge - Introduction To Campaign Mode

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(Edited)

Holla splinter fams, welcome to another gaming post where we discuss our Splinterland gaming experience. On this post, we are going to talk about some latest updates and briefing of the game. Last week the game development team withdrew the rebellion cards which were available as starter cards for beginners and introduced us to the new campaign mode (Book 1: Waur Medge Academy).

The campaign mode initiative is a well detailed and structured tutorial to help guide newbies on their Splinterland journey. It’s a well thought out plan because everyone can benefit from this. You don’t just battle to learn here, you also play to earn which of course is the beauty of Splinter lands.

To get started, there are eleven interactive chapters that educates us on the rudiment of the game and also reward us with exciting cards that we can use to battle in ranked play. It also rewards us with glints, an in game token that we can use for entering tournaments, purchasing card packs and other in game activities.



Now, let’s access the academy and discuss each chapter of book 1 Waur Medge in the new campaign mode.*

For acess, first click on play button.


Next, click on the campaign box.


Book one will appear, click


After clicking on it, all eleven chapters will pop up locked but mine is opened because I already accessed all.

If you are a first timer, click on Chapter one which will ultimately guide you to the completion of the rest chapters.


CHAPTER ONE

WELCOME TO WAUR MEDGE

In this chapter we were welcomed by Headmaster Bimbelnok who gave us a brief introduction to Praetoria and some pep talk on the academy and all it has to offer. In the end, we were rewarded with two cards from the earth element Aurelia (Archon) and Dread Tafarian (Unit) plus 100 GLINTS. These cards would soon come in handy as we progress to the next chapter.


CHAPTER TWO

CARD TYPES

This Chapter introduces us to Professor Flint who educated us on the two types of card available to us for battle.

These are Archons and Units cards. To differentiate both cards, Archons are identified by the triangular symbol located at the top of their frame; they do not fight. They are like commanders and their role is to determine the element we can summon our units from upon battle. Interestingly, some of these Archons has the ability to grant one’s unit special benefits while simultaneously rendering the opponent’s team handicap.
As for the unit, they are like soldiers who fights the enemies head on.

We moved to the battle Arena where we were tried against Professor Flint (Bot), while being guided by him. Upon winning the battle, we were rewarded with another earth element unit, Mad Gearhead and of course 100 glint.


CHAPTER THREE

MELEE ATTACK

Like every battle, fighters must have a weapon for attack and the first weapon in Splinterlands which is mostly effective in the first position is the melee attack.

This is usually the second icon located at the left side of the card. The number on it is the attack power of the card which is subtracted from the target’s health after it’s been dealt damage.

We got into the arena again with two melee attack units Dread Tafarian and Mad Gearhead to practice what was learnt and during battle, we saw Mad Gearhead handicapped in the second position.

It only became active when it rose to the first position after the defeat of Dread Tafarian.

The reward for this chapter was unit card from the earth element, Wilhelmdale Deputy and 100 GLINTS


CHAPTER FOUR

RANGED ATTACK**

Unlike the Melee attack, the ranged attack is effective in the backline.

Here we were thought Strategy and was informed on the importance of having a unit (Tank) with high survivability occupy the first position since it takes most of the hit.

After surviving the battle arena, we were rewarded with another ranged attack card from the Earth element, Kicking Rock plus 100 GLINTS


CHAPTER FIVE

ARMOR

A warrior should have a shield for protection.

In this Chapter, we were informed that both the Melee and Ranged attack damages and destroys armor first, before the target’s health located underneath the armor is affected.

As always, we visited the arena after which we were rewarded with 100 GLINTS and four cards from the fire element namely; Barthalama, Frankarsgard, Chaos Furybringer and Sturdy Axe Warden.


CHAPTER SIX

SPEED

We were informed on the importance and advantages of speed which includes; attack first and multiple attack advantage.

Cards with high speed has a higher advantage of dodging attacks especially from cards with lower speed.

The battle Arena was visited for practice but the archon was changed from Aurelia to Barthalamas who has the ability to give +1 speed to all allied units. After this round we were rewarded with 100 GLINTS and cards from the water element namely; Marlai Singariel, Port Guardian, Water-Logged Wizard and Spitting Camel.


CHAPTER SEVEN

MAGIC ATTACK

The magic attack function has a combination function of both the melee and ranged attack.

It can attack from any position and unlike both attacks, it deals damage directly to opponent’s card health, ignoring the armor.

After surviving the battle arena, we were rewarded with 100 GLINTS and CARDS from the fire element namely; Ember Roast Sow, Echelon and Ash Archer.


CHAPTER EIGHT

ABILITIES

Abilities are advantages that can turn the battle to ones favour.

It’s either providing one’s team with unique benefit or inflicting damaging effects to opponent’s team. To learn more about abilities, do visit HERE.

As always, after surviving the battle arena, we were gifted with 100 glints and cards from the life element namely; Incessant sage, Twice Yester Knight, Paprikash, Codex Sage, Sherringham Logger and Hungry Ulund.


CHAPTER NINE

MANA

Professor Thalos Graystone took us on Mana cost which is associated with every card in Splinterlands. Understanding Mana cost aid players in not only effective teams but making informed decisions regarding battles.

It is usually considered that Cards with high mana cost are more powerful.

At the end of this round we were gifted with 100 glints and cards from the death element namely: Thalgrimore (Archon), Nim Guard Captain, Arcane Curator, Black widow, Spinetail Fiend and Grand Consul Minion.


CHAPTER TEN

ELEMENT

Element play a crucial role in determining card strength. It can also be restricted by certain battle rules. The beauty of this is that the more you play the better you get at identifying and understanding card strength, weaknesses and strategies for winning.

More so, cards not belonging to any element are idenfied as neutral. They are usually colourless and it’s usage is not restricted by one’s choice of archon.

At the end of the this chapter, we were rewarded with 100 glints and cards from the earth and neutral element namely; Time Bandit, Vicious Quilliun, New Beluroc Aegis, Kanaaq Miner, Vengeful Monk and Spellmonger.


CHAPTER ELEVEN

MODIFIERS

This are battle rules that alter game play by limiting card usage, abilities, units etc. Players need to look out for this as missing them could lead to defeat.

At the end of this chapter, we were gifted 100 glints and cards from the water and fire element namely: Frostguard Warrior, Colossus Raider and Scales of Justice.

To learn more about modifiers do visit Here


In total I got 1,100 GLINTS with a complete sets of foundation cards (5 Archons and 33 units) playable in all formats except for the Survival mode which is currently paused.

It is worth noting that tge acquired foundation cards are not combinable neither are they tradeable nor provide any value in land. On the upside, it can be used to earn glints and SPS when staked

THE BATTLE

RULE SETS

Remember what we learnt in Chapter Six? Yeah, for this game I was given the complete opposite of that and I got carried away not to notice.

BATTLE LINK


Instead of choosing cards with lower speed, I went for cards whose speed were high. Fortunately for me, unlike my opponent, the position of my cards were solid. Remember what we studied in chapter about ranged attack and positioning? Yeah I used that to my advantage

While we both chose the same Archon, the position of our tank healers (Dread Tafarian) were different. Mine was placed in the second position while Conclave Tracker with the magic attack was placed in the first position due to her speed. A beneficial mistake lol.

My third and forth position were occupied by two ranged attack Silverleaf Mage and Fenmoor Wood Troll respectively.

Aside my positioning, I also had the advantage of ability more than my opponent. This was proven when Fenmoor Wood Troll with the wingbreak ability dealt a fatal blow to my opponents flying card Halaran Huntress towards the end of round 1 which saw her demise.


Round 2 - 5 were continuous hitting and retaliating with my team at the receiving end.


Fenmoor's Blind ability came in handy in round 6 as my tank healer (Dread Tafarian) missed several attack from my opponent's tank Mad Gearhead.

At first, the numbers were against me but towards the end of the battle in round 7, the odds were in my favour as my opponent's ranged attack (Wilhelmdale Deputy) could not attack from the first position.

It was an epic game and strategy won.


Are you interested in participating in the Splinterlands Community Engagement Challenge? Click HERE

Interested in joining Splinterlands? Here is my referral LINK


#CREDITS

The written content is mine and all images were gotten from Splinterlands



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