The Player's situation will be one of two situations:
- Safe: the player will not lose the fight if he lost the round
- Danger: the player will lose the fight if he lost the round
Cards can be used in many ways, there are 7 ways:
- Suicide: Safe
makes you sure that you will win in the end, in early fight, use a +7 damage card, then make it's att from 40 to 60
i called it Suicide; because of if this play did not succeed, you might lose the fight in the end
- Normal: Safe
there is some cards that have -7 damage, so in early fight, the players make it’s att from 31 to 40
- Full: Safe/Danger
in late fight, some players uses all the pills when they are sure that they will win this fight if they win this round or when they want to defend with any cost
- Trap: Safe
1 Pill, makes the opponent waste some pills
- Defend: Danger
the proper number of Pills needed to win the round, and save some pills to use it to make a "Come Back"
- In Case: Safe
There is some players let their opponent wins a round because if he won it, the player's plan will not be destroyed, so the player use 2 or 3 pills to win the round in case of if the opponent had made a Trap or a weak Normal, and to lose the round without wasting pills in case of if the opponent had made a strong Normal or Suicide
- Hope: Danger
when the player knows that he will lose the fight any way, He uses number of pills from 3 to 5 pills, because of if the opponent have made a Trap, The player wins the round
I would say the "I don't care" play. Meaning you throw out Maurice with 0 pillz. If your opponent beats him, you reduce the damage by 3 and have made your opponent waste 2 pills (unless it's Raptors/9 power/SOB etc). But if Maurice wins, you do 5 damage and your opponent can't close the gap. Either way it doesn't matter and you don't care.
I know slow an steady were you use weak cards witch over time will put the game in your favor only need like 1-3 pillz each time to win. these cards are like poison, dr's, an healer's were you hit a player with poison witch cause panic a bit then you win with a healer then a opponent is in trouble cause now you an old pill an win. its more status affects kind of play instead of relaying on 7 damage cards. its dangers but affective sorta like long play but mind games. but if you cant get any to stick in 3 turns its over for you.