๐Ÿ End Game Strategy

Close out the hand with maximum points and clutch decisions

๐ŸŽฏ Closing Strong

The last few plays determine winners. Prioritize your finishers in this order:

โœ–๏ธ

1Multipliers

Apply ร—2, ร—3 effects after building max base score

โฌ†๏ธ

2Push Effects

Flat bonuses (+X) after multipliers for final boost

๐Ÿ“Š

3Rally Triggers

"Per card played" bonuses peak at end of chain

๐Ÿ”—

4Final Links

Squeeze out last free plays before closing

๐Ÿ’ก Finisher Priority Example

You have: Base 18 pts, ร—2 Multiplier, +5 Push, and a Link to a +3 card.

Optimal: Link (+3) โ†’ Multiplier (21ร—2=42) โ†’ Push (+5) = 47 points

Wrong: Multiplier (18ร—2=36) โ†’ Push (+5) โ†’ Link (+3) = 44 points

๐Ÿงฎ Score Calculation

Understand the math to maximize your final total. Here's how a strong end-game hand calculates:

Chaos Card Power8
Action Cards (4 played)+14
Element Matching Bonus+3
Rally Bonus (+2 per card ร— 5)+10
= Subtotal35
Multiplier (ร—2)ร—2
= After Multiply70
Push Bonus+6
FINAL SCORE76

Score Maximization Tips

  • โœ… Build base before multiplying: 20ร—2 = 40 beats 10ร—3 = 30
  • โœ… Stack multipliers if possible: ร—2 then ร—1.5 = ร—3 total
  • โœ… Push after multiply: Flat bonuses don't get multiplied
  • โœ… Count cards for Rally: Every extra card = extra points

๐ŸŽด Last Card Decisions

Your final card is crucial. When should you play it vs. hold it?

โœ… PLAY Your Last Card

  • It adds more points than potential Sabotage risk
  • You're behind and need to push for the win
  • It's a Multiplier or Push (maximum impact)
  • No Sabotage threats remain at the table
  • It triggers Rally bonuses for you

โŒ HOLD Your Last Card

  • Playing it would trigger opponent's Sabotage
  • You're ahead and don't need the risk
  • It's worth less than potential counter-play
  • Opponent has visible Sabotage waiting
  • The card is a dud (0-1 point impact)

Clutch Scenarios

Situation Your Hand Optimal Play
Neck and neck, 1 card left +4 Push card Play itโ€”every point counts in a close race
Ahead by 10+, opponent has Sabotage Multiplier Holdโ€”don't give them a target to hit
Behind by 15+, last turn ร—2 Multiplier Play itโ€”go big or go home
Opponent just used their Sabotage Any finisher Now is the timeโ€”coast is clear!

โฐ Timing Your Close

Sometimes ending early is better than squeezing one more card.

๐Ÿ›‘ When to Stop Playing

  • โ€ข You've hit a comfortable lead and more plays risk Sabotage
  • โ€ข Your remaining cards are low value (1-2 points)
  • โ€ข Playing more would cost energy needed for next hand
  • โ€ข You're triggering opponent's "when opponent plays" effects