Tabletop Simulator

Tabletop Simulator

Tiny Apocalypse
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Update: 19 Apr @ 10:16am

  • Fixed a typo on the Freak survivor.

  • Changed the thumbnail back to normal.

Update: 18 May, 2024 @ 12:36am

  • Fixed the Missions' enemy boards.

Update: 14 May, 2024 @ 11:57pm



STORY UPDATE
  • Story & 2 Endings
  • 4 New cards types
  • 50+ New cards
  • Changes in the Rulebook + New Story chapter
  • Some Changes, Buffs, Nerfs & Balances

    NEW CARD TYPES
    Chapters
    The story progress with chapters. There are 4 chapters, each with unique story choices and 1 unique boss, leading to 2 different endings. To proceed to the next chapter, players must succeed at least 3 of 5 missions and win against the boss.

    Story Choices
    At the start of a chapter, players will have to choose 1 of 3 random story choice. They will affect the rest of the game in many different ways. Players can always choose the special options for each chapter if they don't want the available choices.

    Bosses
    To unlock a new chapter, players will have to fight and win against a boss at the base. The boss fight happens after the 5th mission. Whenever 3 missions are failed in a chapter, it's game over! If they die or if all buildings are destroyed in the boss fight, it's game over! Players will have to start a new game.

    Curses
    Throughout the game, players will encounter curses, mainly obtained in story choices. They are permanent negative cards that can affect inventory, player boards, combat decks, etc. Be careful, they can hardly be removed.

    NEW CARDS
    (New) Bosses
    • (Chapter 1) Umbra – Combat: 3 Stealth. Moves 3. Adds 2 Mini Umbra. Whenever its ending a turn on the same tile as a player, adds 1 Petrified curse to their draw pile and shuffle. Will ALWAYS move towards players. Moves over all barricades, defenses and structures. Only attacks players. End of combat: All players remove all Petrified curse from their deck except 1.
      3 Dmg | 20 Health | MELEE

    • (Chapter 1) (Umbra) Mini Umbra – 3 Stealth. Moves 3. Whenever its ending a turn on the same tile as a player, adds 1 Petrified curse to their draw pile and shuffle. Will ALWAYS move towards players. Moves over all barricades, defenses and structures. Only attacks players.
      3 Dmg | 10 Health | MELEE

    • (Chapter 2) Charger – 3 Reflect. Starts with 10 protection. The first time its starting a turn within RANGED 3 of a buildable, moves to it and attacks. When attacking, deals 2 dmg in RANGED to everything. If a player is in range, also adds 1 Stunned curse to their draw pile and shuffle, only once per player. (ALWAYS move towards buildables. Only attacks buildables)
      4 Dmg | 60 Health | MELEE

    • (Chapter 3) Charging Umbra – 2 Reflect. 2 Stealth. Moves 2. Starts with 5 protection. The first time its starting a turn within RANGED of a buildable or player, moves to it and attacks. When attacking, deals 2 dmg in RANGED to everything. If any player is in range, also adds 1 Stunned curse and 1 Petrified curse to their draw pile and shuffle. End of combat: All players remove all Stunned curse and all Petrified curse except 1 of both.
      4 Dmg | 45 Health | MELEE

    • (Chapter 4) Abominations – Doesn’t move. Cannot be moved. Attacks everything. Starts with 59 protection. Start of turn 3: Destroys all buildables. Start of turn 4, 5, 6, etc: Adds 1 Emptiness curse to all players draw pile and shuffle.
      3 Dmg | 66 Health | RANGED X

    (New) Curses
    • Expensive – Whenever players return from missions, they lose 1 crafting material. Placed in the crafting material zone in the base. (Global)

    • Slow Learner – This player evolution slot becomes invalid. Placed on a player evolution slot from mission player boards.

    • Broken – This inventory slot becomes invalid. Placed on an inventory slot.

    • Overworked – All players have -5 maximum health at the base. Placed on the base's players boards.

    • Loud – Missions starts with +3 zombie tokens. Placed between the map and zombie tokens in missions. (Global)

    • (Combat) Nonviolent – When drawn, expend 1 combat card. Placed in players' draw piles.

    • (Combat) Petrified – While in hand, you cannot use your free move, move or be moved, except by enemies. Expend. Placed in players' draw piles.

    • (Combat) Coward – When drawn, move 1 tile away from enemies. Expend. Placed in players' draw piles.

    • (Combat) Injury – When drawn, take 1 dmg. Placed in players' draw piles.

    • (Combat) Disgust – When drawn, gain 1 toxicity. Expend. Placed in players' MISSIONS draw piles.

    • (Combat) Stunned – When drawn, skip your turn. Expend. Placed in players' draw piles.

    • (Combat) Starved – When drawn, gain 1 hunger. Expend. Placed in players' MISSIONS draw piles.

    • (Combat) Emptiness – If in hand at the end of the turn, lose half your current health. (Playable) (Discadable/Expendable ONLY by combat cards) Placed in players' draw piles.
      6 AP

    (New) Chapters
    • Chapter 1 – A New Beginning (9 Story Choices)

    • Chapter 2 – The Arrival (8 Story Choices)

    • Chapter 3 – The Act (7 Story Choices)

    • Chapter 4 – The Dilemma (2 Story Choices influencing the Ending)

    • Ending 1 – Consequences (Defend Them Choice)

    • Ending 2 – Consequences (Attack Them Choice)

    (New) Story Choices
    • (Chapter 1) Search For People – Build the House structure. All players gain 1 survivor and duplicate 1 maximum survivor slot. Gain the Expensive curse for the base.

    • (Chapter 1) Study The Weather – Remove 1 negative weather, duplicate 1 positive weather and remove or duplicate 1 neutral weather permanently from missions.

    • (Chapter 1) Assert Dominance – Build 1 Landmine defense, gain 5 ammo and all players gain 2 of 6 combat cards. All players gain the Slow Learner curse for missions.

    • (Chapter 1) Intensive Training – All players reveal the top 5 combat cards of type choice, choose 2 and place it in their Missions Draw piles. They will start with them in all future Missions. Be sure to: Right click chosen cards – Tags – Click on blue tag to remove it and Right click chosen cards – Name – Add (Starting) at the end. All players gain the Overworked curse for the base.

    • (Chapter 1) Secure Perimeter – Remove 1 legendary zombie and 1 legendary bandit permanently from Missions and 1 legendary horde permanently from the base. All players lose 1 survivor and their loadout.

    • (Chapter 1) Clean Up – Build the Dump structure. All players gain 2 Disgust curse for missions.

    • (Chapter 1) Avoid Conflicts – Remove all Invaders and 1 Under Attack event permanently from the base. All players gain 1 Nonviolent curse for the base and missions.

    • (Chapter 1) Fiddle Around – Tinker 4 cards from the base inventory. Skip and fail your first mission now.

    • (Chapter 1) (Special) Take A Break – Nothing special.

    • (Chapter 2) Life Goes On – At the base, place the phase to dawn and gain its effects. If already at dawn, re-gain its effects. Also gain your structures effects and activate 1 inactive structure.

      ...

Update: 17 Mar, 2024 @ 9:51pm

  • Changed the thumbnail back to normal.

    As I'm working on a new update.

Update: 1 Feb, 2024 @ 5:03am

  • Fixed the description of the Ninja survivor.

Update: 31 Jan, 2024 @ 12:39am



TINKERER'S WORKSHOP UPDATE
  • New Tinker Mechanic
  • 500 Tinkered Cards
  • 25 New Cards including 7 Survivors
  • New Rulebook Chapter
  • Some Changes, Buffs, Nerfs & Balances

NEW CARDS
Backpacks
  • (Legendary) Tool Belt – Whenever you gain a scavenge card, tinker it. Lose all of your tinkered cards if this is unequipped, lost, dismantled, etc. (1)

Crafting Manuals
  • (Handiwork/Hw) Creation – Gain a random card. (3)

  • (Handiwork/Hw) Improve – Tinker a card. (3)

Equipment
  • (Rare) Glue – Randomly tinker 1 to 3 cards. (1)

Map Tiles
  • (Positive) Workshop – Tinker 3 cards.

Melee Combat Cards
  • (Rare) Rememory – Expend 1 card. Deal dmg equal to x2 the number of cards in your Expend pile. Costs 3 AP.

  • (Common) Protected Exchange – Place 1 protection card from your draw pile in your hand. Expend. Costs 1 AP.

  • (Rare) Moral Support – Your next non-dmg card will affect all players and allies. Expend. Universal. Costs 2 AP.

Player Evolution
  • (Common) Fiddler – Exploration: Tinker a card now, once. Flash.

  • (Rare) Robotic Arm – Whenever you tinker a card, 33% to tinker another card, once.

  • (Legendary) Tinker Master – Dawn: Tinker a card.

  • (Rare) Scrounger – Whenever any player loses, re-rolls or replaces any scavenge card, place them in a pile near your inventory. Whenever you gain a scavenge card, may choose from that pile instead. (Needs to be the same type)

  • (Legendary) Teeth of Steel – Crafting materials can be eaten. Crafting materials removes 1 hunger. Gold removes 3 hunger. Breathing Gem removes 6 hunger.

  • (Rare) Killer – Combat: Whenever you kill an enemy, the overkill dmg is done to the closest, lowest health enemy.

Ranged Combat Cards
  • (Rare) In-depth Scan – Remove all protection on all enemies. Expend. Universal Costs 2 AP and 1 Ammo.

  • (Common) Universal Desire – Place 1 Universal card from your draw pile in your hand. Costs 2 AP and 0 Ammo.

  • (Rare) Explosive Ammo – Your next dmg ranged combat card will affect all enemies. Universal. Costs 1 AP and 2 Ammo.

Survivors
  • Craftsman – Loadout: 1x Hammer and 1x Glue.
    Mission: Starts with Tinker Master.

  • Unicorn – Loadout: 1x Crossbow and 1x Barbed Wire.
    Mission: Starts with The Magical Horn.

  • Priest – Loadout: 1x Family Heirloom and 2x Gummies.
    All players may replace a survivor by the top 1 of 5 survivor in the deck, without gaining/losing the loadout.
    Mission: At start, freely play Religious and Possessed.

  • Caretaker – Loadout: 1x Emergency Phone.
    If you own the Hospital structure, play it now, freely.
    Mission: Starts with Guardian Angel and Serene.

  • Psychonaut – Loadout: 1x Shopping Bag and 1x Pills.
    Mission: Starts with Ethereality and Metamorphosis. Randomly place 1 Peyote Plant when creating the map.

  • Impersonator – Loadout: Flip the next 3 survivor. Choose and gain 1 loadout.
    Mission: At start, choose 1 option:
    Gain 1 Common Wildcard and 1 Rare Wildcard.
    Gain 1 Legendary Wildcard.
    (They will be played when gaining your 2 next/next player evolution instead)

  • Pack Rat – Loadout: Gain 1 scavenge card. Replace any card from the base’s inventory into any card type.
    Mission: Starts with Scrounger and Cart.

Structures
  • Workshop – All players tinker 1 card. Inactive.

CHANGES & BALANCES
  • (Buff) (Player Evolution) Perfectionist – 33% chance instead of 1/6 chance.

  • (Buff) (Player Evolution) Guardian Angel – ...evenly split the total to also heal any player or ally instead of reducing it by 50% to heal any player or ally instead.

  • (Buff) (Ranged Combat Card) Ammo Count – Costs 2 AP instead of 3.

  • (Buff) (Ranged Combat Card) Execute – Costs 0 AP instead of 1.

  • (Buff) (Survivor) Infected – Starts with 26 health instead of 25.

  • (Buff) (Survivor) Guard – Also starts with Unbreakable.

  • (Buff) (Map Tile) The Master – Gain 1 of 3 evolution instead of gain 1.

  • (Nerf) (Map Tile) Smoke Plume – Remove 2 Toxicity instead of 3.

  • (Rework) (Player Evolution) Opportunistic – Now common instead of rare.

  • (Rework) Sledgehammer melee weapon is now the Hammer.
    (Old) Sledgehammer – Combat: All of your melee combat cards deal +2 dmg if you have any protection on you. Cannot gain Quick. (2)
    (New) Hammer – Start of combat: Tinker 1 combat card. (1)

  • (Rework) Ancient Runes ranged weapon.
    (Old) First turn of combat: Your redraw is equal to enemies in combat but choose the cards. (Maximum 3) (Tweaked this for the tinkered version of Tactical Magazine Unknown ranged weapon mod)
    (New) Start of combat: Gain 1 temporary protection, 1 Stealth and heal 1.

  • (Rework) Blacksmith survivor.
    Loadout: Replaced the Sledgehammer melee weapon by: If you own the Armory defense, choose and gain 1 weapon of your type choice.

  • (Rework) Medic survivor.
    Loadout: Replaced Medical Bag and Pills by Scalpel melee weapon.
    Mission: Replaced Serene by Cleanse that can be used at any time on any player, once.

  • (Rework) Traveller survivor.
    Loadout: Replaced Straps by Walking Stick melee weapon.
    Mission: Replaced Cart by Explorer and Perseverance that can be used at any time, once.

  • (Rework) Scavenger survivor.
    Mission: Replaced Smelly by Instinctive.

  • (Rework) Night City map tile.
    Replaced the Gain 2 maximum protection by Tinker 2 cards.

  • At Dawn, players may now Tinker a card instead of gaining a combat card.

  • Added a new chapter in the Rulebook called: Tinker.

  • Edited the Rulebook.
    Contents (Page 1)
    Mission – Exploration & Phases (Pages 40-41)
    Mission – Crafting (Page 45)
    Codex – Tags/Keywords (Page 71)

  • Added Tinker choices on many existing map tiles.
    (Gym, Hardware Store, Headquarters, Laboratory, Night City, Pawn Store, The Colony, The Master, Smoke Plume, The Quest, University, Workbench)

  • Added a reset button for Tinkered cards on the table.

  • Fixed the Gym, Hospital and House structures displaying the wrong cost icon.

  • Fixed the description of the Vitamins medicine.

  • Fixed the description of the Sharpshooter survivor.

  • Fixed the art of the True Emergence melee combat card.

  • Updated the art of the Willpower enemy evolution.

Watch the trailer here:
https://www.youtube.com/watch?v=O75Scd--RQI

Stay safe in the Tiny Apocalypse.

Update: 21 Nov, 2023 @ 1:29am

Fixed a mistake to display High complexity instead of Low on the mod page.

Update: 11 Nov, 2023 @ 12:29pm

Adjusted the "Dice Roll" description from the Codex in the Rulebook.

Dice Roll: Whenever you "Roll the dice."
Dice Roll: Whenever you roll the normal dice.

Update: 26 Oct, 2023 @ 3:00pm



HALLOWEEN UPDATE
  • 3 New Bandits
  • 3 New Zombies
  • 2 New Allies
  • 3 New Enemy Evolution
  • Some Changes & Balances

BANDITS
  • (Common) Mad Scientist – Attacks everyone in both teams. My attack deals 1 to 6 dmg. If 6, all players gain 1 Toxicity.
    X Dmg | 18 Health | MELEE

  • (Rare) Scout – Start of combat: If alone, add 1 common ally. Gives Taunt to MELEE bandits. (Reflect if already Taunt) Gives Quick to ranged bandits. (Stealth if already Quick)
    2 Dmg | 8 Health | RANGED 3

  • (Legendary) Seductress – Start of combat: Removes all players allies. If alone, adds the same enemy version. If they have none, removes all players evolution, weapons and mods for the combat. (Re-gained when killed)
    1 Dmg | 16 Health | RANGED 3

ZOMBIES
  • (Common) Watcher – Ignores Taunt, Reflect and Stealth. My attack is Universal.
    2 Dmg | 11 Health | RANGED 2

  • (Rare) Effigy – -2 redraw to all players. (Minimum 1) Start of combat: If alone, adds 1 common zombie. Doesn't move. Removed when all zombies are dead.
    0 Dmg | 16 Health | MELEE

  • (Legendary) Leecher – Start of turn: Teleports on the player or ally with the lowest health. Can only be attacked by this player and ally. Immune to everything else. Heals 4 when attacking.
    4 Dmg | 20 Health | MELEE

ALLIES
  • (Common) Mad Scientist – Attacks everyone in both teams. My attack deals 1 to 6 dmg. If 6, all players gain 1 Toxicity.
    X Dmg | 18 Health | MELEE

  • (Rare) Scout – Start of combat: All players choose 1. Gain Quick or Stealth or Taunt and 1 Protection or Reflect.
    2 Dmg | 8 Health | RANGED 3

ENEMY EVOLUTION
  • (Good) Hiding Tactics – Exploration: At night, enemy tokens ALWAYS spawn in RANGED from any players.

  • (Great) A New Frame of Mind – PLACE ALL CURRENT ENEMY EVOLUTION IN THE DECK AND SHUFFLE IT! Add 3 of 6 enemy evolution. They can't be removed or changed. Flash.

  • (Strongest) Dominance – Start of combat: Add 1 Effigy zombie.

CHANGES & BALANCES
  • The Curiosity Enemy Evolution is now the Solar Eclipse Weather.
    Not technically a weather, but meh... Who cares. Since it happens each phase, it’s easier to keep track as a Weather. No more cheesing the “Destroy zombie tokens” objectives by selecting it, sorry.

  • (Nerf) Phantom – 12 Health instead of 17.

  • (Nerf) Synthesis – Doesn’t gain shield based on the number of players anymore.

  • Updated the art of the Spiky enemy evolution.

  • Adjusted the description of the Protector bandit.

  • Fixed the description of the Elusive zombie.

Happy Halloween, survivors.

Update: 30 Sep, 2023 @ 1:26pm



GLITCH UPDATE
  • New Mod (This one)
  • 2 OST
  • New Cards
  • New Art Style
  • Cards Balance

OST
https://www.youtube.com/watch?v=zMB31cXsukA&list=PLf2E0z4JLgJVP_F-xRK6kUmkY1-8Vmh28&ab_channel=TinyApocalypse

NEW CARDS
  1. (Survivor) Mail Carrier – Loadout: 1 Envelope & 1 Messenger Bag.
    Mission: Starts with the Trader & Opportunistic player evolution.
    (If alone, remove and draw another player evolution)

  2. (Human) Assassin – Quick. Moves 2. The first attack deals x2 dmg and bypasses protection. 2 dmg and 20 health. Melee (Rare)

  3. (Ranged Combat Card) Energized – Re-gain 1 AP. Expend (0 AP) (0 Ammo) (Rare)

  4. (Ranged Combat Card) Destroy – Deal 15 dmg. (6 AP) (3 Ammo) (Common)

  5. (Ranged Combat Card) Casual Brainstorm – Play the top card of your draw pile for free. If there are no valid targets, it gains universal. (2 AP) (1 Ammo) (Common)

  6. (Ranged Combat Card) Defensive Cocoon– Deal 1 dmg and gain 1 temporary protection. Can be played another time for free, but lose this after. (0 AP) (1 Ammo) (Common)

  7. (Ranged Combat Card) Escape Plan – Escape the combat through a revealed shortcut. If there’s none, move 2 and gain 1 stealth. Lose this if you escaped. Universal – Expend (3 AP) (0 Ammo) (Rare)

  8. (Ranged Combat Card) Luxuriant Growth – Lose a card in hand. Gain a random permanent combat card from the rarity above and place it in your hand. If the card lost is legendary, gain 1 of 3 legendary card instead. Expend. (4 AP) (1 Ammo) (Legendary)

  9. (Ranged Combat Card) Premonitory Dream – At the start of next turn, redraw from your discard pile instead of your draw pile. Expend. (1 AP) (0 Ammo) (Rare)

  10. (Melee Combat Card) Final Form – Draw 2 cards, discard 1 card, expend 1 card and gain 1 stealth, 1 reflect and 1 cripple. Lose 1 maximum health. (1 AP) (Legendary)

  11. (Melee Combat Card) Set Up – Finish your turn. Draw 10 cards next turn. (5 AP) (Common)

  12. (Melee Combat Card) Charge – Deal 3 dmg. If this kills the target, gain 2 temporary protection. (2 AP) (Common)

  13. (Melee Combat Card) Sneak Attack – Deal 10 dmg. +5 dmg if the enemy is full health. +5 dmg if the enemy has protection. (5 AP) (Rare)

  14. (Melee Combat Card) Final Strike – Deal 15 dmg. (6 AP) (Common)

  15. (Melee Combat Card) True Emergence – Lose your protection. Deal dmg equal to 2x the amount lost. (3 AP) (Rare)

  16. (Melee Combat Card) Good Karma – Draw your next legendary card. If you have none, gain 1 random legendary from any combat type and lose this. (1 AP) (Rare)

  17. (Melee Combat Card) Pickpocket – Deal 5 dmg. If this kills an enemy, gain 1 random card. (2 AP) (Rare)

  18. (Player Evolution) Au Naturel – Whenever you gain maximum protection, convert it into maximum health +1. Convert all current maximum protection into maximum health +1. (Common)

  19. (Player Evolution) Promote – Replace all your starting combat cards with random cards from the same type. Flash. (Rare)

  20. (Player Evolution) Dominant – Gain 1 “Final Strike” melee combat card. Flash. (Common)

  21. (Player Evolution) Karateka – Gain 1 “Karate Chop” melee combat card. Flash. (Common)

  22. (Player Evolution) Striker – Convert your “Karate Chop” cards to “Strike” cards. Combat: Whenever you play “Strike,” freely play all other “Strike” in hand. (Rare)

  23. (Player Evolution) Lark – Your At dawn evolution are played twice. (Rare)

  24. (Player Evolution) Night Owl – At night, always gain 1 of 2 evolution instead of 50% chance to gain 1 of 3. (Works only for you) (Rare)

  25. (Player Evolution) Guardian Angel – Whenever you heal, may reduce it by 50% to heal any player or ally instead.(Legendary)

  26. (Player Evolution) Final Breath – When reaching 0 health, stay at 1 health, gain immune until the start of your next turn and deal 10 dmg to all enemies and lose this. Works only in combat.(Rare)

  27. (Player Evolution) Unbreakable – While exploring, when losing health, may lose protection instead. Re-gain your lost protection at the start of combat only. (Common)

  28. (Player Evolution) The Magical Horn – 1 Reflect. Your reflect deals dmg to everyone. Other players and ally receive half the dmg. (Legendary)

  29. (Player Evolution) Knowledge Outburst – Gain 2 evolutions. Flash. (Rare)

  30. (Player Evolution) Methodical – Crafting in combat doesn’t cost any AP. (Common)

  31. (Equipment) Family Heirloom – Permanent: Gain 2 maximum health. (Common) (1)

  32. (Equipment) Emergency Phone – Play: Freely play 1 of the following: Ambulance or Hospital. (Rare) (2)

  33. (Safe Haven Utility Defense) Armory – All weapons and mods used in combat are not lost at the end. They can now stay on the player’s board for free, as extra inventory slots for the base. Costs 16 crafting materials.

CHANGES
The other Tiny Apocalypse mod now have “Classic” in their title, meaning they won’t be affected by this update and any other future updates. This mod can now be played in co-op with up to 2 of your friends on the same version. When playing co-op, instead of enemies increasing in numbers, their health is increased. The more players, the more health enemies have. When a player dies, any player may now go on their tile and transfer up to 5 health to revive them. Also, the number of medicine needed to revive a dead player is reduced to 1 instead of 2. Any medicine or food that heals can now revive a dead player. They heal for the same amount. If they died from toxicity, they will need medicine or food that removes toxicity before receiving healings. Finally, when more than 1 player gain an evolution at night, the enemies only gain 1.

Co-op: If there are 3 players, duplicate the "Player Evolution," “Ranged Combat Cards” & “Melee Combat Cards” Decks to double the amount and save as a 3 Players game.

Co-op: Whenever players are on the same tile, they can trade cards freely. Trade doesn't add up with the move or craft.

Co-op: No trade limit anymore. Trade any number of cards.

Co-op: Cannot trade player evolution and combat cards anymore, except with the Trader evolution.

Co-op: Cannot trade in combat anymore.

Co-op: All missions have 30 map tiles, no matter how many players.

Removed all crafting materials except for “Gold” and “Breathing Gems” and added a new one called: Crafting Materials. No more RNG for the crafting system, but all crafting manuals cost have been slightly increased.

Crafting materials are now tokens.

Removed crafting materials and crafting manuals from the random cards dice.

New Simplified Mode, explained in the Rulebook.

Allies aren’t recruited/captured enemies anymore. They have their own cards to avoid confusion.

Missions now have rewards. Based on the mission, the players may keep scavenge cards from a specific type and bring them to the base.

Missions now gives resources only based on difficulty, rather than based on cards you own at the end of the mission.

Whenever players lose a survivor, they will now lose its loadout from the base’s inventory if they still have it.

Removed the “Infected Cactus” neutral enemy.

Removed the “Zombie Weakness” melee combat card.

All backpacks take 2 inventory slots, in both the base and missions.

Many cards have been renamed.

Reflect cannot be permanent anymore.

(New tag) Weakest: Worst rarity, then maximum health, then dmg.

(New tag) Immune: Not affected in any way.

(New tag) Redraw: The number of cards you draw at the start of each turn. (Initially 5)

And more...

To see the full patch note with cards balance and other changes, click on this link: https://docs.google.com/document/d/18T6OZoylqf0jgHjwcH0tkDdGe4vpNYqUv3zrBq5iVIM/edit?usp=sharing