Any tips or advice for a newbie?

By Wandalf the Gizzard, in KeyForge

Hello, everyone!

Title says it all. I'm a new Keyforge player. (Comparatively, of course. All keyforge players are technically new at this point, haha!) I've been keeping up with FFG's news releases, etc, so I'm not entirely clueless as to the game's structure and organized play plan.

Anyway, I'm just looking for any strategy tips you guys have. Any recommendations for deckboxes and storage solutions are also welcome. Basically, just hit me with any Keyforge information and pro-tips you have! :D

Thank you!

  • Very few cards are worth holding in your hand. Either play it or discard it when you call that house.
  • Remember that it is a race to forge keys, not eliminating your opponents board

It's a fun game, a good break from LOTR LCG ;) . It's a casual game and probably shouldn't be thrust to the competitive level that it's going to be at. You could sub the resource tokens (or progress tokens) for aember if you wanted I imagine (I use fate tokens from L5R LCG).

I bought Ultimate Guard sleeves (I think that's the brand) for my decks, they sleeve two decks each and as a plus one fully sleeved deck will fit in the box the sleeves came in quite nicely.

Once you have enough decks you can probably store it similarly to your LOTR LCG collection. I'd recommend not getting too many decks at once though.

Strategy, it depends on figuring out your deck(s). You can post it(them) here and hear some initial assessment guesses from both me and good players, but I would also recommend just playing with it a bunch. You will learn what it does best through experience. Other than that I would second the idea of discarding cards that you don't need this turn or next turn (I am still struggling with this aspect sometimes).

It is a race to make keys, but I feel like people keep understating the importance of fighting and board state when they say that. Yes the game is not about fighting, but I would argue knowing when to fight is extremely important. If you're sitting with a Brobnar heavy board and your opponent has a Mars/Logos heavy board (in which reaping will trigger a host of special abilities and benefits) it might be your best bet to hock a hay-maker, especially with the right cards that can net you a ton of aember for doing so.

Hope that helps. Welcome to the game!

On 2/9/2019 at 10:29 PM, Lokekar said:
  • Very few cards are worth holding in your hand. Either play it or discard it when you call that house.
  • Remember that it is a race to forge keys, not eliminating your opponents board

Along these lines, if you have a deck that archives anything, check that before every turn. I’ve put potentially game winning stuff in there and completely forgotten it existed.

I'll echo some of what others have said.

  • When you first start playing, just name the house that has the most cards in your hand every turn then burn as much of it as you can. Just keep doing that over and over again. Eventually you'll probably start to see combos appear and get what your deck likes to do. Even if you don't think a card will be that useful, just play it anyway and see what happens (especially if you'll get aember). If the card will definitely, absolutely make things worse for you (like "Gateway to Dis" when you have the most cards on the board), then just discard it.
  • Take your time and read (really read) every card. Do NOT make any assumptions about them as many will hit your own side of the board if your opponent doesn't have any targets.
  • Don't worry about losing the first couple of games, it can take time to figure out what your deck(s) can do. (One of my older decks I had written off as a waste but then the other day it suddenly "clicked" and I've had a few victories finally.)
  • Don't sweat making mistakes either, we've all done our fair share.
  • Archive is the greatest mechanics of this game - don't underestimate it. If you have a powerful card that's not useful yet or you have a combo you want to set up, toss it in your archive, don't save it in your hand.
  • Think outside the box and don't be afraid of experimenting. Sometimes the best play may be something counter-intuitive. For example: I've been in games where it was smarter for my opponent to damage their own creatures than mine.
  • Remember that it's a race. It can be easy to get caught up in always fighting the enemy creatures but sometimes it's a better idea to just ignore them and do a massive amount of reaping.
  • I'd avoid playing any decks with mars in them until you feel like you've got a handle on the game. That house is... weird and I've seen some players get turned off the game by them.

And the number 1, most important rule & advice out there:

Have Fun

2 hours ago, Simplegarak said:
  • Archive is the greatest mechanics of this game - don't underestimate it. If you have a powerful card that's not useful yet or you have a combo you want to set up, toss it in your archive, don't save it in your hand.

Doesn't the rulebook say that only card effects may put cards into archives? I didn't know you could just chose to chuck one in as a framework option.

2 hours ago, Wandalf the Gizzard said:

Doesn't the rulebook say that only card effects may put cards into archives? I didn't know you could just chose to chuck one in as a framework option.

No, sorry to have misled you.

You are right, card effects put things into archives. I just have run across multiple people with archive abilities in their decks and then listened to them complain about it as a worthless mechanic. It's really not. Whenever you get something that permits you to archive, aim to throw something in there that you may want later. If your deck has no archive abilities, you're out of luck.

🤔 Although it could be a fun house rule that players can archive 1 card a turn... (with the card effects being bonuses) may have to try that sometime. 🤔

Anyway, a good habit is to try and have as small a hand at the end of your turn as you can (ideally, you'll have 0 cards). Archive helps a lot with that.