What do you think of trying to describe some basic gameplay element to newcomers.
I'm thinking "bluff", "thinking in 2 or 3 rounds instead of 4", "the fury", "why using at least 1 pillz matter".. feel free to create some subjects if you think of others things.
So let's start with lesson #1: bluff
In theory, a bluff is trying to make your opponent believe you are gonna play the obvious way but instead you play offbeat.
In Urban Rivals, it can apply in thoses example situations:
Round 1, you start, you have Sheitane in your hand. Sheitane can be very dangerous if she win early in the game as she might be able to deal 9 "unstoppables" damages over the battle. So if you play her without any pillz, your opponent will have almost no choice but to defend himself, either using a stop power, or a few pillz. Meaning you get either one stop power to worry about or a nice pillz advantage for the next round
Any round, you have Kenny, his +3 life per damage is very very frightening. So same rules apply as for sheitane (obviously, don't sacrifice Kenny if you NEED him to win ).
Any round, you have a +attack character, good for you! On a round where no one spend any pillz, you will most certainly get a win otherwise, a nice pillz advantage
Any round, you have a "blocker" character (someone with -damage), while you opponent will most certainly believe you are using him for his defensive ability, ATTACK (with few pillz)!
So far, I've found that if you play any card to save pillz, unless you ABSOLUTELY must squeeze as many pillz out as possible for the last round, it works best when you use 2 pillz (1 extra). If you lose, you only lose one pill (because of gaining a pill next turn. But if the opponent bluffs/blocks on the same turn (with only 1 pill), you get the extra damage in there. Doing this has helped me in the past, as it makes it a bit easier not to waste damage if your deck is mostly 2-3 damage, such as resue.
*sorry about thread resurrection, I'm still not sure if it's a problem with these message boards yet >,