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审判

审判

栄光の路Act3
The Trial
選択肢
弁護する→ 裁判内容により結果が変化
拒否する(2回拒否で即死)→ 2回拒否すると即死

Choices

"Accept"

  • Serve as judge for the day

"Refuse"

  • After refusing, "Accept" and "Resist to the end" are shown. Choosing "Resist to the end" brings death's retribution (immediate game over)

If you accept, one of the following defendants appears

A wealthy-looking merchant (murder)

  • Verdict Guilty: Add Regret to your deck. Gain 2 random Relics
  • Verdict Not Guilty: Add Shame to your deck. Upgrade 2 cards

A high-ranking noble (corruption)

  • Verdict Guilty: Heal 10 HP
  • Verdict Not Guilty: Add Regret to your deck. Gain 300 Gold

An unremarkable woman (theft and fraud)

  • Verdict Guilty: Add Doubt to your deck. Gain 2 card rewards
  • Verdict Not Guilty: Add Doubt to your deck. Transform 2 cards

Recommended Choice

When the merchant appears, Guilty has the highest expected value. Gaining 2 Relics is extremely strong and more than pays for a single Curse. Two extra Relics in Act 3 dramatically raises the ceiling of the entire run. The merchant's Not Guilty option of 2 upgrades is not bad, but with the Curse attached it does not match the 2 Relics.

When the noble appears, Guilty gives 10 HP healing at no risk, so it is the stable pick. The 300 Gold from Not Guilty is substantial but comes with Regret attached. If you do not see a way to spend that Gold in Act 3 at a Shop, the risk does not pay off. If a Shop is close or you have Curse removal, Not Guilty is also worth considering.

For the woman, both verdicts add Doubt, so the higher-return Guilty (2 card rewards) is generally preferred. The Not Guilty transform is highly random, and in Act 3 where your deck direction is locked in, there is a risk of rolling into unwanted cards.

Strategy

  • Expected value ordering: Merchant Guilty > Noble Guilty > Merchant Not Guilty > Woman Guilty > Noble Not Guilty > Woman Not Guilty
  • You cannot pick the defendant, but whichever one appears, Guilty is usually the safe default
  • Since this is an Act 3 event, there are few battles left after the Curse enters your deck, which is a saving grace. The run ends before the Curse can do too much damage
  • A large deck dilutes the impact of a single Curse, so go ahead and accept Curses to grab Relics and rewards
  • Conversely, in a thin deck in the 10s, a Curse hurts more, so the no-risk Noble Guilty option is especially welcome
  • If you have visible Curse removal (Purity Potion, card-removal events, etc.), you do not need to hesitate to take the high-return Curse-attached option

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