Haxity
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Basic Strategy
By nergalsmom
Basic tips for people confused and/or frustrated by the gameplay.
   
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How to Hax
We've all been there. That one turn when all three of your moves get cancelled and you get absolutely creamed. The thing is... the AI has those turns too. The AI isn't cheating, you can even visually see them commit cards at the top of the screen. I'm here to tell you how to make the AI have those turns more often and you less so. This is a short guide with a few basic pointers to get you started.

Hack management really is key. Play a cheap hack to force the opponent to commit a swap, or place a strong swap of your own to force the opponent to react. The pricing of the cards is really clever. Swaps always cost at least 3 energy, while Replace effects require at least 2. 1-cost Hacks can only modify an existing move, never swap it or replace it. So if the enemy has 2 energy remaining, you know he cannot swap but could potentially replace. If he only has 1 energy, you know he can neither swap nor replace, but could potentially use the Fast hack to break a tie. Knowing when to play a hack and when to save it for a later round is equally important. Is it worth playing Override Fire to counter a basic melee attack? Probably not, unless you have lots of bonus damage...

Next lesson: Stay hydrated. Sobriety may be a virtue, but endeavor to visit the various Clubs as you navigate the Streets of Haxity. Dementia daiquiris, partial recalls, and false memories are excellent ways to thin your deck and improve cards with a high degree of certainty. Use these beverages to get rid of basic attacks, replace them with something more useful, or improve your card balance. In most of my failed runs, the biggest reason for failing is often not coming across enough clubs. Conversely, move drafts and especially synergy drafts are high risk, high reward options that should mostly be avoided if possible. Chances are you'll just clog your deck with moves that don't complement your strategy. I suspect a lot of new players go for draft first and clubs later, when they should be doing the opposite. Prioritize Clubs > Mod Drafts > Hack Drafts > Move Drafts, using other options according to your own judgement. Bounty fights are a great way to earn extra credits if your deck is already very strong, and a great way to get your *ss handed to you if it isn't.

Another skill that seems difficult to master but actually isn't is reading your opponent's moves. Just look for obvious starters and finishers and play accordingly. Excecutioners focus mostly on Ranged moves, Hyperchargers focus mostly on Melee moves, and Sewer Beasts focus mostly on Skill moves. Use this knowledge to give yourself an edge when placing your moves. For example, lots of the Sewer Beasts you'll fight like to lead with Infect moves and finish with a strong Skill. Placing a Melee move in your last slot is a good way to drastically lower his damage output and force him to commit hacks to counter you. If you can make an enemy run out of hacks before you, you usually have a massive advantage. It really just is about watching the enemy's first two turns and looking for obvious patterns. Some enemies especially on higher difficulties have more balanced decks, but the same principle applies.

Speaking of balanced decks, you may have noticed the little circle diagram at the bottom left of the deck viewer. You too should strive for a balanced deck that can reliably contend with all three enemy types. Don't overcommit to cards like Metal Slugs that want you to go Skill - Ranged - Ranged every round. You'll steamroll most Hyperchargers but be at the complete mercy of most Sewer Beasts. Try to have at least one move of every color that can pull its weight in any slot.

This has been a very short guide consisting, in the main, of my rewritten forum post. Nonetheless I hope it will be of some use to someone.