This means that even if some enemies manage to get past your units and if your spells aren’t strong enough to defeat them along the way, there’s one final shot at your Pyre dealing just enough damage for it to shine bright for one more day. The good news is that while your Pyre obviously can’t move, it will be immune to most spells and effects, and it does have a high hit point and attack value, so it will defend itself when in danger. Your units and your opponents will automatically attack once you’re done summoning units or using abilities to attack enemies or heal the wounds of your group, so you can plan ahead and decide to summon a unit or two at the third floor if the first and second floor are already at capacity, just in case you make a mistake and forget to move to the third floor during your turn to keep a group of enemies from reaching the Pyre and dealing damage to the last shard of demonic hope. Every turn, you’ll have to plan for the enemies on each floor as they move up the train, so you’ll have to change floors with the right analog stick as you decide what units to play on what floor. It has a Multistrike 1 ability, which allows it to strike two times each turn! Since it can deal six points of base damage, that means it can end up dealing up to twelve points of damage in a single turn, as long as your opponents don’t have an armor value or use an ability to negate part of said damage. Take, for example, the Hornbreak Prince champion. Units will also have an attack stat that will let you know how much potential damage they can deal per hit, and some units will have a special ability that can be put into play to turn the tide of battle in one direction or the other. Each point of armor will block one point of damage before being removed, so the better armored a unit, the more damage it can tank. Your units and your opponents might have a set armor value, shown by a shield below them, as well as a number of hit points for their health. On the other hand, playing your champion – say, the Hornbreak Prince – might have a zero Ember cost, allowing you to plan accordingly. For example, if you want to play a Torch card to deal two points of damage to an opponent, you’ll have to spend one Ember point. Cards can also have either no cost or have an Ember cost to be cast into play. Each floor on the train will have a limited capacity, so you must check how much space each unit will take by checking the number of yellow pips on the card.
You will need to keep two things in mind when playing cards to summon units or to use abilities. You can only play each unit card once per battle, so you’ll need to always be planning one step ahead to be able to survive. To avoid this, you’ll need to summon units from your hand to battle each opponent. If you’re too slow or make mistakes along the way, they’ll manage to reach the top level and damage the Pyre! As expected, if the Pyre is destroyed, that means it’s the end of your run.
You will have to multitask as you battle on three vertical battlegrounds at the same time! When you add the roguelike nature of the game, Monster Train First Class is going to feel like a very different experience from anything else you’ve played on Nintendo Switch, as you try to survive through each wave of the evil forces of heaven.Įnemies will board the train at the lowest level of the train, and they’ll move up one level at a time after every turn. Oh, right, you’re probably wondering what the twist I mentioned before is? During your time with Monster Train First Class, you won’t be defending only the floor in which the Pyre is located.