Each starting deck contains 30 cards, with 10 cards in each of the three categories: Characters, Items, and Resources. This count excludes any cards used during the Set-Up phase or those stored in your Side Deck. The Set-Up phase may involve Location, Time, or Structure cards, while your Side Deck can include additional Characters, Items, or Resources obtained solely through specific actions.
1 Deadwood
1 Dizzy
1 Voodoo
1 Rotting Roller
2 Zombies
2 Cordy Ants
2 Old Bones
3 War Horses
3 Sluggers
2 Galea Helmets
1 War Elephant
1 Med-Kit
7 Dark Energy
1 Brains
2 Wood
4 Zombies (All Different Alternate Arts)
1 Bouncin' Billy
1 Walls (Blueprint)
1 Deadwood (Alternate Comic Art)
If you're defending your included location is the Graveyard, which will increase Zombies speed. If you are on the offensive, you will be attacking at Midnight, providing an extra unit in the beginning and delaying the start of the battle to turn 6, allowing you to gather more cards.
Rather than focusing on looting, building, or evolving, this deck's main emphasis is infecting and overwhelming your opponent with numbers. The majority of attachments will help you overcome the zombie factions' shortcomings, speed. Anytime an infected enemy die, you can spawn a Zombie from your side deck. Building walls early to block attacks while accumulating a horde can make each turn devastating, as Zombies use minimal energy. You also have the powerful bull Bouncin' Billy and flying Cordy Ants, which can turn an enemy to a friendly unit, gaining full control of that card for up to two turns. Combine this strategy with Voodoo's "Strange Brew," and you have an unlimited source of recruits!
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