Full notes
Full Journey of Greed update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Store
- Balance
Journey of Greed changes
Added ESC support;
Changed the Splash Screen Image;
Added three red island skins;
Balance Update:
Mercenary Cards ----------------------------- [Gear Rental] You get Commission (2) -> Commission (3)
[Power Charge] Now also gives you: Defense+ 1 this turn Cost: 0 Coin -> 1 Coin
[Impenetrable] Other players get 4X Coins -> Other players get 2X Coins
[Wild Hunt] Cost: 5 Coins -> 2 Coins
[Bodyguard] (Reworked) Each player gets Defense+ 1, lasts Three Turns. If there are other Active players, You get Commission (1)
[Thin Ice] (Reworked) Draw a card Defense+ 2X this turn X is your current Defense- points
[Inherit] (Reworked) In three turns, You get 5X Coins on green Islands, X is your current Commission points
[Paid Shield] (Reworked) Misfortune: You and players adjacent to you get Defense+ 1 You get Commission (X), X is the absolute value of Island Points this turn
Deceiver Cards ----------------------------- [Pick Pocket] Defense- 2 -> Get Wound (2)
[Overdraft] Defense- 2 -> Get Wound (2)
[Lead] You get Split+ 15 and other players get Split+ 10 -> You get Split+ 20 and other players get Split+ 15
[Back Grabbing] Fortune: Take 2 Coins from other players Misfortune:Take 5 Coins from other players -> Fortune: Take 3 Coins from other players Misfortune:Take 6 Coins from other players
[Double Steal] Now also gives you: Defense+ 1 this turn Cost: 4 Coins -> 5 Coins
[Two Face] Take Effect +4 -> Take Effect +6
[Dark Gift] Take 9 Coins from other players -> Take 10 Coins from other players
[Risk Transfer] (Reworked) Take X Coins from players to your right You give your Wound effect to the player on your left, they gain 2X Coins, X is your Wound count
[Scapegoat] (Reworked) Give your latest Defense- to the player to your right, you both restore 1 Health
[Gold Thirst] (Reworked) All players get Split+ 10 Other players get Defense-1 Both lasts three turns
[Compensate] (Reworked) Remove your Wound effects, restore 1 Health
Alchemist Cards ----------------------------- [Volatile Potion] Misfortune: you lose 1 Health -> Misfortune: you and players adjacent to you lose 1 Health
[Overdraw] Get Wound (2) is now removed
[Gold Conversion] Gain 2X Coins -> Gain 3X Coins
[Illegal Alchemy] (Reworked) You gain 6 Coins Misfortune: Other players lose 1 Health
[Low Pressure] (Reworked) If you haven't lost any Health this turn, you gain 18 Coins
[Gold Blast] (Reworked) Each player gains 10 Coins Fortune: Other players lose 1 Health
[High Pressure] (Reworked) At the end of the turn, if you've lost Health, you gain 21 Coins
Dancer Cards ----------------------------- [Freeloader] Defense -2 last three turns -> Defense -1 last three turns
[Volatile] Now also: Restore 1 Health. Cost: 2 Coins -> 3 Coins
[Hysteria] Defense -X this turn -> Defense -1 this turn
[Final Bow] (reworked) Take 4X Coins from players with Enchant, X is player's current Enchant points They lose Enchant Cost: 1 Health -> 0 Coin
[Rally] (reworked) Remove Loner from all players and each player restores 1 Health. If you are at the far left of all Active players, restore 1 more Health
[Stone Cold] (reworked) Each player with Enchant get Defense -1, the rest get Defense +1, both last three turns
Witch Doctor Cards ----------------------------- [Overkill] Get Wound (2) -> Get Wound (3) Cost: 0 Coin -> 1 Health
[First Aid] Get Wound (3) -> Get Wound (4)
[Defect Treatment] You gain 6X Coins -> You gain 3X Coins
[Evil Infusion] Cost: 1 Health -> 3 Coins
[Underground Clinic] (reworked) Gain 3 Coins at the end of the turn for every point of Health restored by each player, lasts till no one restored Health. Each player restores 1 Health
[Surgical] (reworked) If anyone's Health = 5, they restore 2 Health. Gain 3 Coins at the end of the turn for every point of Health restored by each player this turn
[Quarantine] (reworked) Players with more than 5 Health lose 1 Health at the end of each turn, lasts till Health <5.
[Narrow Escape] (reworked) When someone is about to take any damage this turn, block that damage and turn it into Wound
Taoist Cards ----------------------------- [Conduit] Restore Yang Health is now removed
[Yin· Doom] Red Island Advance (3) at the end of the turn -> Black Island Advance (3) at the end of the turn
Common Cards -----------------------------
[Sow Discord] (new) Another random player gets Loner at the start of the turn, you get Defense+1, both lasts three turns.
[Premium Service] Removed the condition: "if there are other active players"
[Doomsayer] Cost: 7 Coins -> 9 Coins
[Undermine] (reworked) Other Active players get Defense-1 until they lose Health.
[Deep Hatred] (reworked) If you are at the far left of all Active players, other players get Defense-2.
Source
Changelog.gg summarizes and formats this update. How we read updates.
