โก Energy Management
Every energy point is a decisionโspend wisely, win consistently
๐ฐ Energy Economy Basics
Energy is your primary resource for playing cards. Understanding the economy is fundamental to winning.
Starting Energy: 10
You begin each hand with 10 Energy to spend on Action cards
10
Base Energy
What you start with each hand
+3-5
Energize Cards
Generate extra energy mid-hand
0
Free Plays
Links bypass energy costs!
2-3
Reserve Target
Keep some for reactive plays
Cost vs Value Analysis
| Cost | Expected Value | Efficiency | When Good |
|---|---|---|---|
| 0 | 2-4 points | โ (free!) | Always playable |
| 1 | 3-5 points | 3-5 pts/energy | Excellent filler |
| 2 | 4-7 points | 2-3.5 pts/energy | Core plays |
| 3 | 6-10 points | 2-3.3 pts/energy | Needs synergy |
| 4 | 8-12 points | 2-3 pts/energy | Finishers only |
| 5 | 10-15 points | 2-3 pts/energy | With Energize support |
โฑ๏ธ Energize Timing
Energize cards generate additional energy, but WHEN you play them matters enormously.
โ Energize EARLY When...
- โข You have expensive cards (3+ cost) in hand
- โข Your Chaos rewards high energy spending
- โข You want to play MORE cards total
- โข You're going for a quantity-based strategy
- โข Push/Rally bonuses scale with cards played
โ Energize LATE When...
- โข You have plenty of 0-1 cost cards
- โข Energy won't enable additional plays
- โข You're already at comfortable energy
- โข Better to play value cards first
- โข Opponent might Sabotage your big play
Example: Early Energize Value
Starting Energy10
Play Energize (+4)14 - 2 cost = 12
Now can play: 3+3+3+2+112 spent
Total cards played6 cards!
๐ 0-Cost Card Value
Zero-cost cards are secretly powerful. They provide value without spending your limited energy.
๐ Why 0-Cost Cards Are Great
- Free cards = more total cards played = Rally/Combo value
- Can always be played, even when energy-starved
- Perfect Link targets (get played AND trigger bonuses)
- Low riskโnever strands energy in your pool
- Enables wider hands without draft cost
When 0-Cost Shines vs Falls Short
| 0-Cost Shines | 0-Cost Falls Short |
|---|---|
| Rally strategy (card count matters) | Need raw points, not card count |
| Link targets in chain builds | Have excess energy anyway |
| Combo triggers for multi-play | Limited hand slots (quality > quantity) |
| Energy-starved situations | Multiplier hands (base too low) |
๐ Energy Spending Patterns
Different strategies have different energy curves. Match your spending to your plan.
- Aggressive Rush: Spend fast, play many cheap cards, overwhelm with quantity
- Control: Hold 2-3 energy in reserve for reactive Sabotage plays
- Combo: Save energy for the big turn, then spend all at once
- Value: Maximize efficiencyโnever spend 3+ on a card worth <6
- Multiplier: Build base first, spend remaining on multipliers last
The Reserve Rule
Unless you're executing a combo or closing the hand, try to keep 2-3 energy in reserve. This lets you:
- React to opponent plays with Sabotage
- Play a surprise card from a late Draw
- Capitalize on unexpected opportunities