Adrenaline: Currently The Most Negligible Ruleset

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Hello there! saydie@saydie here, playing Splinterlands everyday!

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Game Modifiers are one of the mechanics that make playing Splinterlands more interesting. Because even if you have the best cards in the game, without considering the rulesets of every battle, you still have the potential to lose. But sometimes, it helps you win the game, even when you have a much weaker team than the opponent, by giving your cards additional abilities that synergize with the abilities that they already have. In other situations, you have to hate these rulesets because they restrict the cards you can use.

But in the case of this ruleset that I'm going to talk about, this is a ruleset that you can ignore most of the time because it often times, does not affect the result of the battle.

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Adrenaline

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As of the moment, Splinterlands has now a total of 83 game modifiers, including those that can only be played during special events, and those rulesets that were removed from the battle rotation for various reasons. During a battle, there could be up to three rulesets that players can encounter, where they usually need to adjust their lineup to these rulesets to increase the chance that they will win the match. However, the Adrenaline ruleset, as cool as it sounds, is not really a ruleset that players should be wary about because what it does does not really affect the outcome of the battle.

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Adrenaline is a ruleset that will give the unit the Double Strike ability on their next turn after becoming Exhausted.


When we say that units have become Exhausted, it means that they have the Weary debilitation, where at the beginning of round 1, units have a 10% chance to become Exhausted, and this chance increases by 10% each round up to a maximum of 80%. Currently, there are 6 units that have the Weary debilitation, though some Archons and units can also cause other units to get Weary.

And when I say that the ruleset was negligible, it wasn't just because the cards with Weary debilitation are low in number, but most of them had fairly low mana caps, so they were mostly used as damage sponges or whenever there is an unused slot that has the same mana requirement as the cards. Players do not usually use these cards because, even if they have a good set of abilities and high stats for their mana cost, there is a good chance that they could not attack the opponent during the entire battle or were defeated even before they could attack. So even when Adrenaline Ruleset is present in the battle, most players would rather choose not to use units with Weary, if they could.

And in case that players have to use Weary units, they would usually counter the effects of the debilitation by bringing units that have the Invigorate ability, preventing the unit with Weary from becoming Exhausted.

The exact opposite was also true, where Adrenaline is part of the active ruleset, but the unit with the Weary ability, did not get exhausted during the entire battle, and thus it did not get the Double Strike ability, much like this battle.

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As you can see, I had Halfling Refugee as my main tank, and it has the Weary debilitation, but because it only lasted two rounds, the chance that Halfling Refugee gets Exhausted was just 20%, so it did not trigger during the entire game, making Adrenaline a non-factor in this battle.

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Closing

So that was currently the most negligible ruleset in the game. It's interesting in theory that the cards that get Exhausted gain Double Strike ability during the time that they can attack, but with so few cards with Weary and with most players preferring not to use Weary units if they can, Adrenaline will be nothing but a cool-sounding ruleset that does not affect the result of the battles.

Thank you, and see you on the next post!

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Adrenaline: Currently The Most Negligible Ruleset | Ecency