Root of Yggdrasil You often find yourself striving for Valhalla as you build settlements and industries ahead of the hasty pursuit of Ginnugagap. Sometimes, you'll only be a step or two ahead of total disaster, forcing you to balance deckbuilding elements with planning around available space and natural resources.
This guide goes over some general and specific tips on how to consistently get to Gimle before the onslaught of Ragnarok, as well as how you can complete character relationships and trials of the gods. With the right approach, every situation the game has to offer is winnable.
Plan around your descent ability
Different scions lean toward specific playstyles that will affect what items and cards you want to take in a race. You'll start the game with just Thrasir, but you'll unlock more as you progress through the loops.
Descendant |
Playstyle |
Powers |
Deck |
---|---|---|---|
thresher |
Thrasir wants to clear the level quickly Using his bonuses that activate at the start of each island. |
In the first two turns, everything costs half the supply. |
Like short-term cards The clearcut mill and iron extractor give huge amounts of resources instantlyAllowing him to build complete settlements while his initial exemption remains. Keeping a lean deck ensures you draw something useful in those first two turns. |
Leaf |
Lif's scaling income growth can snowball into a near-infinite amount of supply Problems with sheer economic power over. |
Lif grants a multiplier on income Based on how many trees and ores and uses (not counting those destroyed). |
Forestry buildings are especially valuable because they can be packed much tighter than mining cards. |
do it |
Taxes build around military income rather than supplies, Letting you quickly explore islands and make full use of their resources. |
Kare doesn't have the resource manipulation mechanics that other scans have but instead Focus on draw power and hand manipulation. |
You can build a more redundant deck and If you need to find a particular card, rely on its lineage power. Bananas draw cards when destroying threats, encouraging you to keep some around for use in case you want to draw more cards. |
Eir |
Eir wants to stall each island as long as possible. She is the only character whose income increases stacks among the islands. You'll often want to let Ginnungagap invade the ship so you can recast his power over and over again. |
He gains passive income every time he uses his clan power to pose a threat. |
Eir can Ignore most military buildings and focus on taking cards that improve supply production. His passive power generation can be used a lot in exploring and fighting draggers. |
It's also worth remembering how scions interact with different types of habitat. Thrashir's Descendant power can build a house every few turns.
Playing with hall houses, this can potentially save three digits of supplies
But their unique rules for building placement must be followed.
Some buildings have collapsed
Some buildings give their benefits as long as they are standing, while others will give them a boost once they are placed. The second type can be active Benefit from placement in unstable terrain such as flood plains Because it lets you stack benefits and rebuild them later.
In the early deck, Barracks is the only card that functions this way. You will gain a lumpy power but can be prevented by placing the second barrack too close to the first. Destroying it lets you draft soldiers from the same house multiple times.
Guild halls are particularly good options for thisGiving you large amounts of supplies but tying up nearby buildings until they are destroyed. Enhancers likewise give you a boost of income for the entire island, even if the original building is destroyed or swallowed by darkness.
Trials of God lets you choose difficulty modifiers for an extra challenge, and they are Both require progressive character stories and more upgrade resources to acquire. Knowing which ones you can easily turn for a run is a good way to progress quickly through the upgrade tree.
- The slowdown increases the population cost of new cards. If you are using heroic houses, which can produce almost unlimited population, this modifier is irrelevant.
- A bad drug can be crippling if you explore too quickly about a character that doesn't have the ability to block extended threats. If you're playing as Eir or Kare, you should be able to swat draugr when they appear, regardless of their size.
- Thrasir aims to complete each island before nightfall, making time pressure irrelevant outside of the final level.
If you stack up too many trials and are unable to make it to Valhalla, you'll find a multiplier in Holt Matter that will pay you back quickly.
Each clan's final kinship requires you to reach a level five challenge with them. Starting this early will save you time in the long run.
Explore as early and often as possible
Each island starts you off in a rather small area and you have to pay forces to expand to more areas. The exploration took two turns at baseline, If you don't start exploring on turn one you may run out of space and resources.
often, It's worth spending more time exploring instead of missing the nearest drugger Due to time delay. Some dragon towers aren't worth clearing, such as blocking building types you don't use.
You will be able to see the locations of the plants before you explore them. Spend the first turn examining each plant so you know which ones you'll be able to complete.
Based on the island, You will need two or three plants out of four. The easiest are usually those that require a flat sum of resources, such as supplies, power, exploration, or events. The hardest are usually the ones that require specific building types, as you'll need multiple turns to build a settlement around them.
Start your exploration towards
Plant near Ginnungagap
These may become unattainable if you wait too long.
Artifacts that can speed up exploration are great in the game. If you are offered any of the following, you should generally accept them in alternative awards:
- The wheel of dawnWhich lets you explore the island twice as fast in the first five modes.
- Explorer's BootsExploration time decreasing by one turn.
- The stick of carnageWhich lets you spend population to explore instead of power.
- Hati's maneWhich can earn you as you complete exploration. In a character like Eir this is enough to fund another lot of exploration.
Prioritize unlocking new housing types
The Using default housing types is difficult in the game. It's the only building that changes size drastically every time you build it, and that makes it hard to pack them in tightly.
It is also the most expensive to grow its population, making some plants very difficult to obtain. Additionally, it has no secondary mechanics All three other houses give some form of secondary benefic.
- Nomadic houses give strength, This means you will always have use for extra supplies. They need a distance between each other, creating a convenient space for facilities and other buildings.
- Hero houses subsidize the population When you use an action card. This gives an advantage to otherwise useless curse cards and lets you build your population without spending supplies.
- Hall houses provide income over time Depending on their upgrade level, throughout Supply, Power and Eitr. Often you deliberately want to hold the hall at a particular level to avoid losing income for Eitr.
Check your milestones for clues to progress
Big chunks of progress will be made easier if you collect milestone upgrades. These functions are only explained after a few loops after the banana joins your skins, but you're actually able to use them beforehand by checking out the compendium from Holt. Milestones offer a bunch of different benefits:
- Simple milestones give you extra resources to get upgrades.
- Relative milestones allow you to build unique Holt buildings that give you permanent upgrades.
- Each building-specific milestone Increases the chance to draft an upgraded form of a building In future loops.
- Could be a locked milestone Give hints about new approaches you can try. They can tell you how to progress character relatives when you're struggling to progress.
Plan ahead when building in Holt
You'll be able to add new buildings to the holt between each run, receiving permanent bonuses for all your future runs. There are a few different considerations that will affect which buildings you want to use in Holt Not all of them are strictly beneficial.
- There is no advantage to having more than two berserker camps in Holt, as there are only two starting cards they can upgrade.
- Scavenger posts add a supply shortage to your starting deck In exchange for any card upgrade. This will severely hurt your stability on the first island until you can remove the curse. Generally, you'll want to use other upgrade buildings.
- Trader's Guild puts it as a keyword in your starting deck. This is usually an upgrade but can hurt you if you attempt a cursed test or carry a cursed key, as maintaining a burden card will hurt your draw badly.
- Clearcut mills have no housing requirements, making them much cheaper to build. Their bonuses are small but add up.
Always take the cursed key
You'll start each run with Norns offering you a choice of artifacts. Rarely is it included Cursed keywhich gives you Multiple permanent unlocks if you are able to carry it for the entire loop.
Key reduces the number of cards you draw, making Banana a good candidate to counter its debuff.
The rewards for completing this quest are rather substantial and allow you to get a good deal faster. In addition to getting your fourth lineage, it gives you access to the market in Holt so you can convert resources and not worry about collecting too many wrong acorns.
Once you complete this quest, the Cursed Key should stop being offered by the Norn.