Search Results
6/23/2025, 6:16:50 AM
>>95933012
Another fun fact about fab, Red is not only an indicator of the strongest version of a card, but it also telegraphs how fast it is moving. RED>YELLOW>BLUE are modal speeds, and thus if you're hasty your reds don't pitch for much, but if you have time on your hands to make use of a blue you can afford to do way more, but it's weaker therefore has less velocity behind it. The key to winning the game isn't always about choosing the best version of cards (generally red) but it can be a quirk of your class, talent or hero that they can make use of different speeds to pad out their approach to combat. Slow and methodical heroes can outlast, otherwise known as "fatiguing" your opponent. Speeding through your deck full of zero cost reds could feel like you're flying at times, but you'll crash out if you don't have enough resources to land an effective turn.
The game of Flesh and Blood is actually really well designed, and the cards have a lot of potential to inform how they are being used or what they represent in the world; it is this fact that has kept me coming back to the game time and again. That potential means they can do more interesting things than just always printing strong but cheap cards; because not all heroes express themselves that way on the battlefield.
Another fun fact about fab, Red is not only an indicator of the strongest version of a card, but it also telegraphs how fast it is moving. RED>YELLOW>BLUE are modal speeds, and thus if you're hasty your reds don't pitch for much, but if you have time on your hands to make use of a blue you can afford to do way more, but it's weaker therefore has less velocity behind it. The key to winning the game isn't always about choosing the best version of cards (generally red) but it can be a quirk of your class, talent or hero that they can make use of different speeds to pad out their approach to combat. Slow and methodical heroes can outlast, otherwise known as "fatiguing" your opponent. Speeding through your deck full of zero cost reds could feel like you're flying at times, but you'll crash out if you don't have enough resources to land an effective turn.
The game of Flesh and Blood is actually really well designed, and the cards have a lot of potential to inform how they are being used or what they represent in the world; it is this fact that has kept me coming back to the game time and again. That potential means they can do more interesting things than just always printing strong but cheap cards; because not all heroes express themselves that way on the battlefield.
Page 1