Hello there!
@saydie here, playing Splinterlands everyday!
The number of rulesets in Splinterlands modifiers keeps increasing, and recently, three more rulesets have been added to the game. But that's not all, because once we get to the Dragon Feast event, we will also get a new time-limited modifier to further spice up the game. As we know, game modifiers change the conditions of how a battle could be won. Sometimes it gives abilities. Sometimes it gives different debilitations. Sometimes it restricts the use of cards. Depending on which modifier combination is active in the battle, players can quickly adjust their lineup to increase their odds of winning the battle.
And now, the ruleset that I want to talk about can cause significant repercussions each time that a unit is defeated.
Chain Reaction
With the addition of the new modifiers and the upcoming new season modifier, there are now a total of 88 rulesets in the game, if we also include the modifiers that can only be used on Seasonal events, as well as the rulesets that were sunset due to a variety of reasons. During a match, 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. And 1 of the 3 new rulesets that was added to the regular ruleset circulation comes with a huge risk for players whenever one of their units is defeated. The new ruleset is called Chain Reaction.
Chain Reaction is a ruleset where, when a unit dies, the adjacent units in front of and behind it each take 2 damage.
So, as with this ruleset, each time that a unit is defeated, both units that were next to it will take 2 damage. It wasn't said to be True Damage, so there is a chance that having Shield ability could halve the damage that was taken as a result of this modifier. That said, the damage taken as an implication of this modifier could significantly reduce the chance that the opponent can recover against their opponent if they were the first one to have their unit defeated, because now that those two monsters lose 2 health, which immediately makes them more susceptible to Opportunity attacks, and when they also get defeated, the same thing will also happen to the cards next to them, making Chain Reaction difficult to stop once it already started.
Another consequence of this modifier comes with cards that trigger their effects once they are defeated, abilities such as Bloodline Tribute, Martyr, Rebirth, Resurgence, Soul Siphon, and Redemption, because you would have to think whether the abilities that they will trigger after death were worth keeping them in your lineup and risking your units to lose health or not.
Furthermore, it also affected units with certain debilitations, which resulted in them or their allied units losing health, such as Electrified, Stray Shot, and Incendiary. Because these debilitations were already a risk to the team that uses them, one wrong use of this card can result in their defeat.
It was still possible to use them because the unit's health would not go below 1. But of course it will involve a much heavier risk, given that your unit only has 1 health, so it can be an easy target for Opportunity attacks. Here is an example.
Closing
And that was it for the new ruleset Chain Reaction. I guess this is a good rule to have in the game, as it provides more balance when using certain meta teams that heavily rely on the abilities that trigger after they get defeated to make the rest of their team stronger, so that they cannot get spammed on every battle that these cards get available. It will let players think of more strategies to employ whenever this ruleset is active.
Thank you, and see you on the next post!
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