

Gold Rush is only available on the Journeyman difficulty. Passing your turn in combat to assure you get the killing blow, and thus the first grab at any gold coins.Buying items out from under another player.Strategically dragging your party in to a dungeon when they’re across the map.Pulling your team into unwinnable fights, then running away.There are a number of strategies you can use to be more uncooperative than in normal campaigns: It is up to each individual player how cooperative (or uncooperative) they wish to be in order to finish the adventure, and some deviousness is required to secure a win. Players are tasked by the Scourge Fergus the Mad to compete with one another to be the first to deliver 100 gold coins to his hidden vault. The amount of gold to collect is available as a House Rules slider.There is a minor XP boost to make things go even quicker.

Towns, merchants, and dungeon shops are all much cheaper.The overworld is landlocked, and small.There is also a Common upgrade for each clan only the two from the player's clans can be offered, providing a total of five possible Common upgrades in a given run.Brave the cursed Midnight Woods and its haunted crypts in this "friendly", multiplayer-only competitive mode.Ī special Lore Store unlock awaits the winner of this fast-paced gold hunt. There are three Common and four Rare upgrades which may be offered in any run. Įach item is randomly selected from the possible choices. Though since most merchants shouldn't have more than around a 1000 gold, adding 25000 shouldn't be a problem. Make sure he doesn't have more than 32767 gold though, as trading will become unstable. The Merchant of Steel sells 2 different Common upgrades for 20 and 1 Rare upgrade between 80 and 95. x being the amount of gold you want to give him. See: Upgrades for a list of available upgrades Merchant of Steel At Merchant of Trinkets, Artifacts cost between 195 and 245. At Merchants of Magic or Steel, Common upgrades cost 25 and Rare upgrades cost between 95 and 120. The initial cost becomes 60, the cost increases by 30 each time it is used, and the maximum cost becomes 300. At Covenant 16, card removal costs 20% more.At Covenant 11, re-roll costs 20% more.Merchant prices increase at certain Covenant Ranks: Their inventory can be re-rolled once per Merchant for a cost of 50. The removal cost is shared by all Merchants through the run.Įach Merchant will sell three items at a time. The initial cost is 50, increasing by 25 each time it is used, to a maximum of 250. Merchants are an Overworld Event that allows the player to spend gold in exchange for purging Cards from their deck, upgrading units or spells and obtaining Artifacts.Īll Merchants allow removing cards from the deck.
