Thanx for the replies all!
I guess we did it right then, but we can work on our strategy.
We'll play more games for sure to get a better feel for it.
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Also remember that you're allowed to mulligan your starting hand once if you get a lousy draw.
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We did, and it was an improvement on the previous hand :).
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Also, in that scenario, you can choose not to run away. Taking a single hit from one monster and forcing your opponent to actually pay the gold cost might be a better strategy than 4-5 Limp Away attempts.
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Right, yes that could help as well.
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It sounds like you're allowing multiple "Run Away" uses per turn. You can only do it once, then you flip the token over to "Limp Away." Any time you use it after that on the same turn, you Limp Away which causes 2 damage to you.
You don't flip it back to "Run Away" until your next Warmup Phase.
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No, we did that correctly. 1x run away to limp away, and then take 2 damage upon subsequent 'run away'. We just kept running away instead of taking damage and taking gold out of the game.