Bounties are an interesting keyword addition to the game, and in general it’s not a positive keyword to have on your cards! Cards with bounties give rewards to your opposition when they manage to defeat or capture your unit, which adds another layer of player interaction to an already heavy interactive experience. It makes player decisions that much more impactful. The decision of how and where to make your attacks now has an additional wrinkle. “If I defeat that unit, I get that bounty, and it’s pretty good. However, should I make a different choice.”
These choices matter, because the trade off of having a built in bounty on your cards is that the cards themselves are generally more powerful – either having stronger than normal attack and defence stats, or having a really good unique ability. In some cases, it’s a simple situation of having an usually expensive card for what you get in stats being able to be played much sooner in the game because of a cheap purchase cost. It’s great as an early game card, but when defeated your opponent will get some type of bonus. Weighing the risk of playing a card, or building cards into your deck for certain points in the game, adds another layer of depth to the experience that I have really enjoyed so far.
In a very thematic sense, bounty Upgrade cards are also another great addition to the game, that not only changes how things play out from one turn to the next, but also add a heavy dose of thematic elements to the game. I know that trading card games are less tied up in how thematic a game is, but casual players coming from a predominantly board game focused thought process will enjoy this additional card type. These upgrade bounty cards generally provide no benefits, and it is likely you will spend your time playing these onto your opponents cards, giving them the keyword bounty and providing you a bonus when they are defeated or captured. Bounties are a big thing in the Star Wars Universe, and this essentially let you, in
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