Recruits: A Key Component of Squarriors the Card Game

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Uncle Sam the Crow Wants YOU To Join The TIN KIN ARMY!

Each member of your tribe in Squarriors the Card Game is a valuable part of the whole. Unique, named, Creatures that begin the game in your tribe are some of your greatest assets but adding Recruits during gameplay can shift the winning balance. These random animals start small but can be trained into useful beasts which rival the starting crew. As they progress, certain specializations occur giving them advantages in specific situations and allowing any player to cover holes in their strategy by properly promoting Recruits.

Usually, Recruits are obtained in exchange for Power but there are specific cards that make getting one even easier. Any player can buy a Recruit during their turn but Recruits cannot attack, move, or otherwise Expend on the first turn they enter play. They’re new to the gang and still adjusting. Although level 1 Recruits cost 3 Power, training them to level 2 or level 3 costs only 2 Power per level. It’s easier to improve the people you have than to find new people.

A level 1 Recruit has the lowest, most basic, stats and is easy to lose. However, he can do basic things like stand guard to prevent automatic Domain withering, Expend to help with another card’s ability, or even be sacrificed for a variety of reasons: the Amoni like to eat their weak and regain strength. In some situations, a single Recruit can even make a much larger difference in determining who wins or dies during Dominance battles. They can also make meager attempts to block Stealth or Manipulation attempts or even add their limited Will to Leadership Challenges.

There are two types of level 2 Recruits: the Student and the Soldier. Each of them gains a single Blood, making them a little more durable in combat, and one other stat: a Student gains Will, a Soldier gains Might. Student’s will now be a little better at helping win Leadership Challenges and Manipulation Attacks while the Soldiers will add a real punch to Dominance or Stealth battles. Of course, a player may pay 5 Power all at once to buy either level 2 Recruit but they will still be subject to the same turn 1 limitations as a level 1.

Players can also play 7 Power and buy a single level 3 Recruit in any of 4 types. This is more Power than a player would normally be able to generate in a single turn and represents a considerable amount of effort invested. These badass tribe members gain a third Blood point, making them as sturdy as a mouse, and get a bonus stat during their specialized attack. A Rogue gains Might during Stealth attacks (or while blocking them) and a Warriors gains Might during any Dominance battle he is involved with. Influencers gain Will when trying to Manipulate other Creatures and Leaders gain Will during, you guessed it, Leadership Challenges.

In addition to all that, an often overlooked feature to these level 3 Recruits is that they gain a Strategy type like Unique Creatures have. In the matching type to their specialized attack, they will now benefit from other cards that target these types. This can often be a major effect that gives these already awesome Recruits a serious advantage. Especially later into the game, it can be easy to start to rely on Recruits to actually make any progress.

We think that this dynamic concept will provide more depth of options to our players. Having a balanced access to tribal growth gives players a more level field upon which to conquer one another. We also have some very exciting things already planned for Recruits in future Squarriors expansions!

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