Favourite memory for me this year was watching this happen! WYKYK π¦πΊβπ»
#fabtcg @samyolo.bsky.social
Favourite memory for me this year was watching this happen! WYKYK π¦πΊβπ»
#fabtcg @samyolo.bsky.social
So sick to see my boy Kevin finally get some air time on the FABTCG main Youtube channel. Beast player who quietly turned Dev this year. Looking forward to more content from him! π₯
Thanks to @lss-karol.bsky.social for showing him the ropes!
#fabtcg
Check it out!
www.youtube.com/watch?v=ijzv...
How you go about enacting those game plans have variation too depending on your preference to style or a particular meta, and that is what makes the game so unique.
All the other classes have similar play experiences, all with their own variations. Some more linear, some with tonnes of expression!
Plenty of variety, eg.
Warriors typically have a focus on weapon attacks. Within that;
Dori uses tricky reactions on 1 sword, or axes to push damage.
Boltyn uses attack actions to build towards a powerful weapon turn.
Kassai uses 2x swords to efficiently generate value and favourable a end game.
Themtically, I love the introduction of Heavy. I can see this as an upgrade pathway for heroes like Olympia (a spear that gets stronger when you lose your sheild/parry blade).
Reminds me of the solo weapon buff mechanic in Souls games πͺπ».
I wonder if they'll implement this onto equipment too!? π€
Deactivated Twitter. Enough said, really.
Please look forward to all my low effort FAB engagement that used to be on Twitter to be done here from now on. π₯