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TKG ARENA: Brethren of Chaos» Forums » Strategy

Subject: Max, Min, Win rss

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Chin Jieh Chen
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bacon MAX bacon MIN bacon WIN bacon

Who doesn't like more options? In Brethen of Chaos, a high-valued card can be used for both a powerful defense and offense. Meanwhile, low-value cards are generally very easily blocked and helps the opponent wash their hands of unneeded cards.

By using low-valued cards effectively, you can maximise their potential for damage while still retaining high-valued cards for possible defense / offense options. This means using low-valued cards in combinations to improve the chances of piercing an opponent's defence.

The Max, Min, Win deck aims to provide the player with such options. By summoning the right monsters when they are needed, and discarding them right after, you can ensure that your resources are fully utilised. Utimately, this deck can be seen as a weapon - and it is only as good as its wielder.

Strengths and Weaknesses

thumbsup Strengths

- Very high flexibility: Use-and-discard policy on monsters, utilisation of low-value cards
- Not reliant on charge bar
- Small but piercing attacks consistently chip away at your opponent's health
- Not susceptible to opponent's Value Charges of 4-6

thumbsdown Weaknesses

- Memory Intensive: Player has to keep track of the values of cards played and in discard pile
- Limited lifetime: Oink Management will become a huge concern in the late game, and the game should end before that
- Vulnerable against opponent's Spirit Blasts
- Management of Spirit Cycle cannot be neglected

Deck Composition


1x Private Flap
1x Armoured Feather
1x Feathered Armor
1x Lance Corporal Glid
1x Beak Wings
1x Beak Grunt

1x Octoweb
1x Pirate Pip
1x Crab Stud
1x Snare Seal

1x Armoured Horns
1x Stove Slug

Spell Cards

1x Acid Rain
1x Mud Slide

Oink Allocation

7x Ukelele
6x Esbner
2x Ashw
5x Ohif

Total: 20

Deck Description

Wow, where's the balance in this deck? That's right - this deck is heavily Ukelele and Esbner focused. The Ukelele cards provide you the opportunities to construct powerful combinations with your low-valued cards when the need arises, while Esbner cards gives you the opportunity to discard uneeded middle-valued cards for a chance to obtain more low-valued and high-valued cards.

Stove Slug and Armoured Horns are simply tank and filler monsters, to protect your more important monsters from attack. More essentially, they exist to keep your deck running over its lifetime, by providing one Ashw and one Ohif Oink-worth for an additional deck-out payment that might save your life.

Meanwhile, Snare Seal and Octoweb gives additional options when available. The life-drain ability of Snare Seal while Octoweb is out on the field dishes out enormous pressure on the opponent to destroy your monsters or end the game quickly.

With Spell Cards Mud Slide and Acid Rain, you have the opportunity to convert your Doubles, Series or Flashes into heavy hitting combinations.

The Oinks are allocated in a way that allows you to summon most of your monsters, with left over for around 2 deck refreshes. As you are not supposed to summon ALL your monsters in this deck, the rest of the required Oinks can be replenished through the Spirit Cycle mechanic of recycling your (more easily) destroyed Ukelele and Esbner monsters. By starting off with Stove Slug, the initial number of Ashw Oinks can be reduced.

General Strategy

Readying your battleground and MINd

Start off your game by taking Stove Slug as your free summon. As a 3 HP monster, it saves you potential Oinks and acts as a wall for your more valuable monsters.

Early Game
MAXimising your monsters

The general idea in the early game is to summon your monsters to maximise your opportunites. Ideally, you'd want to look at your current hand and your discard pile before deciding on whether you should summon a monster.

For example, if you have a 1 value card in your hand, and the next monster is a Lance Corporal Glid, you should probably summon it as it means a free Twin coming your opponent's way. Play according to your monster's abilities - it's alright to discard monsters if they will not give you the benefits that you need.

Save high-valued cards generally for defense against attacks, and use them for offense if an Ukelele monster exists that allows you to form a combination attack.

Snare Seal gives you additional flexibility in its powerful monster attack damage, and racks up a huge bonus if Octoweb is on the field too.

Mid Game
Adapting on a MINute's notice

At this stage, you should be looking out for opportunities to build elemental charges, and countering your opponent's charge bar.

Most opponents will want to charge a middle-valued Value Charge (4,5, or 6) as it increases the chance of obstructing a potential Series combination. To counter this, utilise your Esbner monster abilities to discard the corresponding cards and refresh your hand.

Arrange your monsters in anticipation of your next move. Generally, move your Ukelele monsters to the backline behind your higher health Armoured Horns or Stove Slug walls, to prepare for potential offensive combinations on your next turn. Similarly, your higher health 2 HP Esbner monsters can be moved to the front to protect you when defending.

If you realise that your remaining deck will be lacking a particular value (e.g 1) until the next refresh of your deck, move the related Ukelele monster (e.g. Lance Corporal Glid) up to the Front line to protect you from damage, as its ability will be no longer useful.

Remember that Lance Corporal Glid, Beak Grunt and Beak Wings have surprisingly high attack powers (of 2) for 1 HP monsters! This means the possibility of converting that lonely 9-value card onto a 2-damage attack is there - taking out an important monster on the opponent's field. Shift them to the front line for the attack, and swing them back behind your walls during defense.

Oink Management starts to be important when Mid-game tapers off. Always move your destroyed Armoured Horns and Stove Slug to the Spirit Store as they are your only source of replenishment for Ohif and Ashw Oinks.

Late Game
The WINe doesn't last long

Oink Management starts to be more of a concern in the Late Game, when both players risk a loss by deck-out.

Unfortunately, you should aim to finish the game before the Late Game hits, as your deck generally has a limited lifetime - it will be difficult to ensure that your (relatively small) Ashw and Ohif Oink pools last. Constantly be on a lookout for potential Spirit Blasts from your foe and prepare your Spirit Cycles accordingly - even if it means sacrificing short-term damage for long-term survivability.

Another alternative is to focus on building Value Charges of numbers 4-6. The strength of this deck is that it does not rely heavily on these numbers for offense, thus you can lock away both you and your opponent's middle values with minimal cost, else replenish your needed Oinks.

Keep a lookout for opponents building their Spirit Blast, and try not to destroy monsters of the element that they require.


Max, Min, Win is an incredibly flexible deck, relying on the player's ability to keep track of the values of cards that have been played. Small wins build up to Large gains - play to this philosophy and you'll be able to bring out the heart of this deck.

I wish you the best in your fate and future, Summoner. bag

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