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  2. Many of duel reward cards received from Odion are very useful for different kind of decks, such as Hand destruction deck (“Decayed Commander” and “Zombie Tiger”), Gravekeeper's Deck (“Gravekeeper's Recruiter”), and “Millennium Scorpion” for strengthening insect-type theme-deck or deck to get high.:
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Drop Trap Layer If your Deck contains 5 or more Trap Cards with different names, you will have improved chances of having a Trap Card in your starting hand. Best character to level up: Reward cards are card that You can get as reward for gaining a victory over legend duelists. Duel reward tier list. Im not a robot.

Do I have to win the duels in which I activate traps for them to count toward the trap card total? In the game it says I've activated over but he hasn't appeared at the gate yet. At the end of every turn you loss life point equal to times the number of card in your graveyard. It was leaked along with Marik. Do continuous trap cards, like Solemn Wishes, activate the effect every time or just once they're played?

The main idea is to avoid continuous trap, only fast traps that can be ativated in any fase also. Take a Legendary level 10 and put in your deck any kind of trap.

Remember that you don't need to WIN the game, only use 10 Traps. Yeah, and the trap card common charity will help a lot, look it up. Look up sacrifice spell card too. Not sure if you are aware yet, but i just got a new skill for odion from pegasus event lv. I have included a screen shot for verification purposes. I got Exclusive skill of Tea Gardner "Life Coat 0" on Odion that make me confuse exclusive skill can drop only character or I did not get this on other my character.

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What's not to love about a game based on bribing, pleading, and lying to the faces of your fellow players? In Sheriff of Nottingham , you and up to four others play as merchants trying to get through Nottingham's city gate.

They declare goods in the form of cards in snap-fastened pouches and occasionally try to sneak in valuable contraband. Each round, one player takes on the role of the sheriff, opening merchants' pouches if he suspects smuggling—but paying a high price if he guesses wrong. Sheriff of Nottingham is easily the best bluffing game to debut this year, and highly recommended if you're secretly a dirty, stinking liar.

It's remarkable how much strategy fits into so simple a game. Golem Edition is a re-theme of 's Century: Spice Road , where you took up the roles of historic caravan leaders, traveling the silk road. In Golem Edition which uses the same rules, but features gorgeous new fantasy artwork and components , you and up to three friends are racing to enlist the friendship of peculiar and mystical golems.

To do so, you take turns spending crystal tokens to claim the cyclopean golem cards and buy up effect cards from a central marketplace. Extremely easy to learn, with a rapid, fluid movement of turns, Century: Golem Edition will delight new and veteran board gamers alike.

At the risk of calling it early, Scythe is the best game of In this gorgeously illustrated steampunk re-imagining of s Eastern Europe, five players complete for regional prestige, resources, and territorial control of a hexagonal game board. Although battling your friends with coal-powered mechs is a significant part of the game, Scythe is by no means a combat-centric slog.

The game actively penalizes direct warfare, which might sound frustrating but makes the game all the more strategic and balanced. You'll find yourself immersed in Scythe 's strategy and aesthetics as you plan each turn's single action. First you might complete a quest to steal food and money from local farmers, next you'll build a mine to connect territories across the board, and lastly you'll sweep into a nearby Soviet territory to do battle and steal all their iron.

Here's the most frenetic cooperative board game we've ever played; more so than even Spaceteam. The idea behind Magic Maze is actually pretty simple, as are theoretically the rules. Against a 3-minute sand timer, you guide the characters around a walled maze, one move at a time, to find and steal weapons. The yellow barbarian must nab the yellow sword, the green ranger pinches the green bow, and so on.

Once all four characters make it to their armaments, everyone scrams for the exit. Here's what makes the game interesting: In an 8 player game, you may only be able to move characters south, while your friend can only open doors, or move characters up and down escalators. Everyone has to coordinate… but nobody is allowed to speak. You can stare intently at your friends, or place the game's "Do Something!

The product of a successful Kickstarter campaign , Star Realms is a fast-paced and balanced card game for two players—or more, if you buy more than one set of cards.

You and a friend take turns buying starships and space stations from a continually replenishing central play area, forging a unique deck of cards. While it borrows much from previous deck-building games, specifically Dominion , Star Realms sets itself apart through sheer antagonism. Yes, you're focused on building your own deck of cards, but your mind never leaves your opponent as you bombard their space stations and sink their life points.

The game uses over a distinct dice for ailments, attacks, defenses, and other character-specific skills; countless cards that detail a day's adventure and options to complete it; repurposed poker chips for players and baddies; and mouse pads for character sheets and a battle map. We must admit, Too Many Bones is extremely slow out of the gate. The rulebook is thick and seemingly organized for maximum confusion, so you'll likely stumble through your first adventure.

But as soon as you know what you're doing, the game moves extremely fluidly. Each day usually gives you an option to load up the battle map with baddies, which you and your friends tactically assault. These battles and other adventure choices allow you to unlock new skill dice, or up the number of dice you can roll each turn. Somehow we left a 5 hour game of Too Many Bones pretty eager to do it all over again as soon as possible.

In Colt Express , you and up to five friends climb up and around a 3D model train, punching, shooting, and stealing from one another, Wild West style. The game has a delightful computer-like "programming" mechanic, where players take turns laying down movement and action cards, which aren't enacted until the end of the round. This can be delightfully wiley. If an opponent surreptitious moves your gunslinger early on, you might find yourself forced into a string of nonsensical moves.

But the sheer enjoyment you will get out of playing Colt goes beyond the delightful strategy. This is a game that understands that aesthetics facilitate fun as much as any clever game mechanic. Some of the components have zero purpose beyond adding to the Wild West experience; we're looking at you, totally-useless-but-awesome 3D Cactus. Yelling strange words, tossing cards, losing all hope… the loud and exhilarating Spaceteam is a game only your neighbors could hate.

During play, up to six players or nine with the highly recommended Not Safe For Space expansion chaotically attempt to assemble a spaceship within five minutes. Each player flips through a deck of interstellar "malfunction" cards while hunting for all 6 of the spaceship cards hidden among them. You solve each malfunction card by laying down specific "tool" cards, of which everyone has a hand.

The tool cards are dispersed through all the players, requiring you to call aloud for them by physical description, or by their absurd names. You'll find yourself repeatedly yelling "The Quasipaddle! I need the Quasipaddle! Mint Works is a breezy, mint-themed worker-placement game that fits into an Altoids tin. What's not to love about a minty-fresh synthesis of form and function?

Cards chain together and can give you more mints each turn, so you're constantly balancing whether to gain more points now before the game ends or keep building your monstrous mint-generating engine. In both heft and complexity, this game is exquisitely light. And that's fine; simple yet inventive games like Mint Works are the perfect companions or to break out at a bar or to slip into your bag for a road-trip. If you buy one game from this list, make it Terraforming Mars. You and up to four friends take turns buying and playing cards that construct cities or enact terraforming projects on a hexagonal map of Mars.

Each terraforming project has a planetary effect, and will give you a special bonus—for example, allowing you to produce resources like titanium faster, or lowering the cost of future projects. It's by chaining those bonuses together to form clever bonus-earning engines that you'll earn the most victory points and win the game.

But you have to work fast, the game ends when everybody's terraforming projects have done three things: If you've ever read Kim Stanley Robinson's Mars trilogy, you need this game. In Captain Sonar, you and 7 friends helm two submarines in a real-time, elusive battle to the death. Ignore the box, only play with 8 players. Imagine a full table of two teams of four, separated by a long cardboard shield.

Both teams' Captains are frenetically shouting directions as quickly as possible to evade drones and mines across a by grid studded with islands. The Engineers are pleading to let their ships surface to heal the damaged weapons or sonar systems; the Radio Operators are hungrily searching for areas of the map that match the enemy Captain's orders, which they're tracking with a felt marker, a clear plastic sheet, and a map.

Finally, with a raised fist, the game stops as one team's Captain, at her first First Mates's suggestion, fires a torpedo, crashing into the opponents submarine to the chorus heavy groans from the losing players.

Buy Captain Sonar, and you will play it whenever you have eight players at the ready. On its face, Whistle Stop may seem a little stale. It's yet another train game where you chug along tracks on a game board to pick up and drop off goods for points, a la Railways of the World , India Rails , or Steam.

But, oh boy, don't judge this game too early. First off, any game that allows me to load up my train with countless barrels of whiskey to drunkenly cart out west is already a winner. Secondly, what Whistle Stop lacks in inventiveness it makes up in sheer perfection through which it's honed the 'pick-up and deliver' game mechanic. In Whistle Stop, each time you lay hexagonal tiles of squiggly, al-dente railroad tracks they slot into the gameboard you're faced with a host of seemingly-fantastic options about what the heck you should pick up, and where you should deliver it.

And do you block other players, trade your goods for company stocks, or just storm your trains westward, to usher in the end of the game before your opponents' tactics gain steam? Winning requires not just a strategic gamble, but a certain level of sinister, cutthroat foresight to assess the best way to screw over your opponents.

Capitalism in all its glory! In Santorini, your aim is to be the first to move one of your minions to the top of a 3-story tower. Each turn, players pick one of their two minions, and move it one space over grass and half-built towers on a 5-by-5 game board. After each turn, the minion you moved constructs one floor of a tower in a bordering space. Ignore the cartoonish artwork, the Duplo-esque game pieces, and simple rules. This game is chess with more dimensions, where the most strategic, cutthroat player wins.

Each player gets a mythical Greek hero card that gives them a special power—like building two pieces of tower, or moving twice under certain conditions.

With the cards, Santorini plays best as a three players battle, where you and two other friends are continually self-balancing the game. You'll find yourselves ganging up on anyone close to winning, capping towers so they can't climb on top—until somebody discovers a brilliant move no one can stop, and takes the match. New York Slice combines two of the greatest things on this Earth. Pizza, and more pizza. The game is played over a series of rounds, where the first player divides up a randomly assembled pizza of 11 slices of Hawaiian, meat lovers, cheese, veggie and more into a sections that are equal to the number of players in the game.

Play then moves clockwise, with each player claiming a section of slices, until finally the divider collects his or her last, unclaimed slices. At the end of the game, players gain points for having the most slices of each type. For example, there are 11 slices of plain pepperoni, and whoever has the most of them wins 11 points. The game is slightly more complicated than we're making it out to be, but not much more. Players can also gain a random "Today's Specials" card which the divider places on one usually subpar section of the pie, which gives a player special powers or points.

Some slices also have anchovies which dock you points, or pepperoni, which of course earns you extra points because pepperoni is amazing. Packaged in a faux-pizza box with photorealistic slices, New York Slice is a short teaser of a game. Codenames is a riveting party game for people who love intrigue and spycraft. Four or more players on two teams battle to interpret clever but exceedingly bare-bones clues.

In each round of the game, players set up a 5 x 5 grid of plain ID cards with codenames like "Octopus" or "Undertaker. The spymasters take turns cluing in their team by saying just a single word followed by a number of cards associated with the clue. For example, you might say "Suit, two," if your only remaining codenames in the field of cards are "Chauffeur" and "Card. Then you get to watch silently as your fumbling team decides your clue must be referencing the codenames "Chauffeur" and Mombasa will keep you guessing who's going to win until the final turn.

In this cutthroat strategy game, up to four players scramble for Africa as colonial business investors, trading goods like coffee and bananas, buying stock in four competing companies, and leading resource-hunting expeditions into the continent.

What makes Mombasa so tricky is that everyone can buy stock in any of the four competing companies. Players also raise and lower the stock value of each company as they play.

Together, this can make winning early a pretty substantial disadvantage, because losing players can work together to even the scales by tanking your investments. Our favorite quirk of Mombasa is that the game has an entire game mechanic revolved around bookkeeping.

Who says detailed accounting isn't exhilarating? Erect deadly siege engines, shuffle your armies and heroes across crumbling ramparts, or send ravenous hordes of orcs and goblins to assault a castle. In Stronghold you play out an epic six-day siege, and we think Stronghold deserves a spot alongside Star Wars: Rebellion and the vaulted classic Twilight Struggle in terms of top-tier asymmetric two player games.

What's especially brilliant here is how winning tactics diverge for the opposing sides. A brilliant assault demands a cohesive, long-term strategy, while the game heavily rewards a defensive player with a snappy handle on short-term reactionary tactics. Be warned, your first game will be a wash, fraught with moments where you finally realize what you should have been doing about four turns ago. Technically a standalone game, Daybreak plays best as an expansion to One Night Ultimate Werewolf, which was easily the most fun party game of To start, up to 10 players are dealt one of many face-down character tiles, secretly assigning them to either the evil werewolves' team or the villagers' team.

The game starts with a "night phase" where players close their eyes and take turns switching and messing with other players' tiles depending on each character's power. During the "day phase," the players spend a few minutes lying, misleading, or trying to put together what happened during the night. Then a player is elected by vote to be killed, and everyone flips their cards to see who became what, and which team won.

Best compared to a Choose Your Own Adventure book, Near and Far is a unique blend of storytelling and exciting adventure game. At a local city in the mystical land of Arzium, you and up to three friends gather a band of travelers, money and supplies, and embark upon a whimsical adventure: At various intervals, the game has you read off multi-optioned dilemmas from a fat storybook for your fellow adventures, digging you into the story and forcing you all to make tough choices on how to react.

But the most striking aspect about Near and Far may be the gorgeous artwork; particularly the a spiral bound book of game maps and the playerboards. For a story-focused game like Near and Far , great graphics can add a lot to the immersive story-telling quality of a game, which is certainly the case here.

Clank seamlessly combines two of what I think are the nerdiest and most engaging board game mechanics in one thrilling package. That is, dungeon-crawling and deck-building. In Clank, you're competing with opponents to loot precious artifacts in a multi-leveled dungeon, where the best stuff is always closer to the bottom.

You're trying to sneak in, quietly grab all you can, and exit before you're all killed by the repeated assaults of an enraged dragon.

Each turn you draw cards from you deck. You use those cards to move, but also buy ever better cards from a marketplace, which give you special abilities. Our favorite aspect of Clank was the thrilling, push-your-luck "clank" mechanic. It's where certain theoretically noisy cards give you fantastic bonuses, increase the odds that you'll be the focus of the dragons attacks when it's randomly triggered. In Istanbul , you and up to four friends although the game works best with three are merchants in the city's bazaar—strolling about the markets' 16 sections while buying and selling goods and ordering about your servile minions, or "assistants.

One of the most unusual games of the year, in Castles of Mad King Ludwig turns you and up to three other players into castle architects and builders tasked with designing the interior of your mad king's fortification one room at a time. Over several rounds, each player gets a chance to become the 'master builder. Video game reviewer Tom Vasel likens Five Tribes to " Mancala on steroids," a description that fits perfectly. In Arabian-themed Five Tribes, you and up to three other players take turns grabbing fistfuls of colored game-pieces and dropping them off one by one as you tactically maneuver about the checkered game board.

With almost no chance involved and more than a half-dozen ways to score points, Five Tribes requires patience, malleable planning, and strategy, but rewards you with a gleefully entertaining game experience. Like all classing racing games, Camel Up brings the high-octane thrill of watching stackable camels trek around a small square. Seriously, though, this winner of the Spiel des Jahres Board Game of the Year is a hectic game that children and adults will find delightful.

At its heart, Camel Up is a betting game—dice rolls spur the camels forward as you and the other players jockey for position to put money behind the right camel contender.

Or, you know, try to rig the race. Simple but not simplistic, you'll want to play this minute game again and again. Here at PM we've been saying it for years: There simply aren't enough board games that star Elizabethan-era precious stone magnates.

Now Splendor has filled the void. Fast-paced, easy to pick up, and at least on the surface heavily mathematical, Splendor is an addictive strategy game. As you collect gems in the form of hefty poker chips and advance your business by reserving and purchasing prospectors, jewelers, or secrets to exotic locales the cards —you might just find that what you're really after is a way to screw over the friends you're playing with.

Isn't that what precious stone mining is all about? Finally, a game that fulfills this city slicker's deep-seated need to herd cattle across state lines. In Great Western Trail, you and up to three other friends move cattle from Texas to Kansas City; taking turns to add to your herd, construct buildings along the way, or contracting cowboys, engineers, craftsmen, and more.

In the parlance of hardcore board game nerds, Great Western Trail is a "point salad" game. One with endless number of ways to cobble together enough points to attain victory. As you're building the best deck of cattle cards, or hiring helping hands at the right time, each turn will bombard you with a huge array of loosely connected options Definitely one of the best pure-strategy games of the 's, Great Western Trail will have you using the phrases 'herding cattle' and 'taking part in an ultimate test of strategic mettle' interchangeably.

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There are not too many details released for State of Decay 2 as of right now. We do know that this video game is a sequel to the State of Decay and will focus heavily on cooperative gameplay with up to three other players. Overall, State of Decay 2 is a zombie-survival game that lets players have their own unique story. Players will have to survive together in a world that has been dominated by mindless flesh-eating walkers. While details surrounding the video game narrative have yet to be fully fleshed out to the public, the development team has announced that a VR version of the game will be launching for the game as well.

Unfortunately, the VR-experience to the video game does not have a specific release date yet other than at some point in This skill provides advantage to the deck that depends on Trap cards and effect damage although there are not many trap cards that could inflict effect damage in the current card pool. However, under the effect of Chain Trap skill, it would deal damage. You obtain Curse of Anubis by getting Odion's level up to Although the trap card is a bit more situational than Windstorm of Etaqua since many players use non-effect monsters in current meta, it works well against high stats effect monsters like Kazejin and Kaiser Sea Horse.

More skills are expected! Report Skill name and details by submitting comments or screenshot at the bottom of the page. What is level rewards? Level reward is what you can obtain by leveling up characters, including gems, cards, skills, extra deck slots.

Odion is the servant of the Ishtar family and has sworn his allegiance to Marik. An honest Duelist who Duels fair and square, his Deck is comprised of Trap Monsters, such as "Embodiment of Apophis," to ensnare his unsuspecting opponents. Content Character Skill Deck.

Odion This page notes Odion's skills, level-up rewards, starter deck, and cards and skills you can get by winning a duel against Odion. Table of contents Skill updates! Then, shuffle 1 random Trap Card in your Graveyard into your Deck. This skill can only be used once per Duel.

Chain Reaction is the only useful. Decreases your opponent's Life Points by Lv13 Endless Trap Hell Can be used each time your 3 trap cards are sent to the graveyard. A random trap card in your graveyard is shuffled into your deck. Drop Trap Layer If your Deck contains 5 or more Trap Cards with different names, you will have improved chances of having a Trap Card in your starting hand.

Best character to level up: Reward cards are card that You can get as reward for gaining a victory over legend duelists. Duel reward tier list. Im not a robot. Do I have to win the duels in which I activate traps for them to count toward the trap card total? Filled with countless playable characters and baddies, rule books more like tomes than pamphlets, and an immersive story that stretches across the far corners of it's fantasy netherworld, Gloomhaven is also being critically lauded as the best game of Gloomhaven is a cooperative role playing game.

The game is broken up into nearly scenarios, which basically boil down to sweeping through a dungeon and then making choices to advance the story, slowly opening up new locations, new loot, and new cards to modify each character's abilities.

We loved the uniqueness of each playable character in Gloomhaven. Each character in Gloomhaven has an odd mix of abilities which blur the lines between classic fantasy archetypes. The game also forces you to 'retire' and switch characters periodically throughout the game, an act which would be devastating… if you didn't already know how much fun the next character will be! Technically, Quantum debuted in late , but this game slipped far under the radar. That's a tragedy, because this dice-tossing, space-opera strategy game is just so much freaking fun.

Your dice are spaceships, and each die's number demarcates its battle-power, special talent, and movement speed around the board. You and up to three opponents wage war across a star system made by laying down tiles of game boards and aim to surround stars with a specific number-value of dice, which is how you create new bases and win the game. Gaia Project is an update of Terra Mystica , an absolutely brain-numbing fantasy strategy game from In the annals of board game geekery, Terra Mystica is generally considered one of top three games of the last decade—so the fact that Gaia Project is inarguably better is all the more impressive.

In Gaia Project , you and up to three friends take the helm as one of 14 unique spacefaring alien races. Your goal is to expand across a hexagonal galaxy, terraforming and colonizing planets, researching technologies, and outmaneuvering your opponents.

The game is sprawling, both in strategic scope and the physical expanse of the game. You'll split your attention across four different personal and shared game boards, racing to both claim planets and out-research your friends in six different technologies—from navigation to artificial intelligence. Ethnos is rich on strategy and light on rules, edging it into the same territory as Carcassonne or Ticket to Ride —excellent hooks to introduce newcomers into the world of modern board games.

The game basically revolves around collecting and playing cards in simple sets: Each time you play a set of cards, you place a token onto a region of the fantasy game board that corresponds with color of the top card in your set. That top card will also give you a special bonus. Wizards let you instantly pick up more cards, for example, while feathered Wingfolk allow you to place your token anywhere on the board.

The game is played in two or three phases, and at the end of each you score points for having the largest sets of cards and the most tokens on each region of the board. We loved Ethnos for several reasons. First, turns are crazy fast; you either pick up a card or play down a set, so even a five person game rarely stretches beyond an hour. And with 12 possible tribes of fantasy creatures, like hobbits, elves, minotaurs and giants although you only play with 6 each game each game features a host of different special abilities, demanding a different strategic approach.

Have a friend and an infinite amount of free time? Then you're almost ready to play Star Wars: You're just going to need more time.

Just learning the rules can take up to two hours, and play can easily spill into the five hour territory. With two massive game boards, hundreds of plastic figurines, and more dice and game tokens than you can keep track of, Rebellion plays like a monstrous mashup of Risk and Twilight Imperium 3rd Edition.

In this asymmetric slog, you either take command of the Rebels, sending heroes like Luke and Leia across the galaxy to foment rebellion, or helm the Galactic Empire, fielding massive armadas of spaceships to scour for the rebel base, destroying planets with Death Stars, and capturing the rebel heroes in the process. Like an abandoned star system, you will finish this huge game utterly depleted.

What's not to love about a game based on bribing, pleading, and lying to the faces of your fellow players? In Sheriff of Nottingham , you and up to four others play as merchants trying to get through Nottingham's city gate. They declare goods in the form of cards in snap-fastened pouches and occasionally try to sneak in valuable contraband. Each round, one player takes on the role of the sheriff, opening merchants' pouches if he suspects smuggling—but paying a high price if he guesses wrong.

Sheriff of Nottingham is easily the best bluffing game to debut this year, and highly recommended if you're secretly a dirty, stinking liar. It's remarkable how much strategy fits into so simple a game. Golem Edition is a re-theme of 's Century: Spice Road , where you took up the roles of historic caravan leaders, traveling the silk road.

In Golem Edition which uses the same rules, but features gorgeous new fantasy artwork and components , you and up to three friends are racing to enlist the friendship of peculiar and mystical golems.

To do so, you take turns spending crystal tokens to claim the cyclopean golem cards and buy up effect cards from a central marketplace. Extremely easy to learn, with a rapid, fluid movement of turns, Century: Golem Edition will delight new and veteran board gamers alike. At the risk of calling it early, Scythe is the best game of In this gorgeously illustrated steampunk re-imagining of s Eastern Europe, five players complete for regional prestige, resources, and territorial control of a hexagonal game board.

Although battling your friends with coal-powered mechs is a significant part of the game, Scythe is by no means a combat-centric slog. The game actively penalizes direct warfare, which might sound frustrating but makes the game all the more strategic and balanced. You'll find yourself immersed in Scythe 's strategy and aesthetics as you plan each turn's single action. First you might complete a quest to steal food and money from local farmers, next you'll build a mine to connect territories across the board, and lastly you'll sweep into a nearby Soviet territory to do battle and steal all their iron.

Here's the most frenetic cooperative board game we've ever played; more so than even Spaceteam. The idea behind Magic Maze is actually pretty simple, as are theoretically the rules.

Against a 3-minute sand timer, you guide the characters around a walled maze, one move at a time, to find and steal weapons. The yellow barbarian must nab the yellow sword, the green ranger pinches the green bow, and so on. Once all four characters make it to their armaments, everyone scrams for the exit. Here's what makes the game interesting: In an 8 player game, you may only be able to move characters south, while your friend can only open doors, or move characters up and down escalators.

Everyone has to coordinate… but nobody is allowed to speak. You can stare intently at your friends, or place the game's "Do Something! The product of a successful Kickstarter campaign , Star Realms is a fast-paced and balanced card game for two players—or more, if you buy more than one set of cards. You and a friend take turns buying starships and space stations from a continually replenishing central play area, forging a unique deck of cards. While it borrows much from previous deck-building games, specifically Dominion , Star Realms sets itself apart through sheer antagonism.

Yes, you're focused on building your own deck of cards, but your mind never leaves your opponent as you bombard their space stations and sink their life points. The game uses over a distinct dice for ailments, attacks, defenses, and other character-specific skills; countless cards that detail a day's adventure and options to complete it; repurposed poker chips for players and baddies; and mouse pads for character sheets and a battle map.

We must admit, Too Many Bones is extremely slow out of the gate. The rulebook is thick and seemingly organized for maximum confusion, so you'll likely stumble through your first adventure. But as soon as you know what you're doing, the game moves extremely fluidly.

Each day usually gives you an option to load up the battle map with baddies, which you and your friends tactically assault. These battles and other adventure choices allow you to unlock new skill dice, or up the number of dice you can roll each turn.

Somehow we left a 5 hour game of Too Many Bones pretty eager to do it all over again as soon as possible. In Colt Express , you and up to five friends climb up and around a 3D model train, punching, shooting, and stealing from one another, Wild West style.

The game has a delightful computer-like "programming" mechanic, where players take turns laying down movement and action cards, which aren't enacted until the end of the round. This can be delightfully wiley. If an opponent surreptitious moves your gunslinger early on, you might find yourself forced into a string of nonsensical moves. But the sheer enjoyment you will get out of playing Colt goes beyond the delightful strategy.

This is a game that understands that aesthetics facilitate fun as much as any clever game mechanic. Some of the components have zero purpose beyond adding to the Wild West experience; we're looking at you, totally-useless-but-awesome 3D Cactus.

Yelling strange words, tossing cards, losing all hope… the loud and exhilarating Spaceteam is a game only your neighbors could hate.

During play, up to six players or nine with the highly recommended Not Safe For Space expansion chaotically attempt to assemble a spaceship within five minutes. Each player flips through a deck of interstellar "malfunction" cards while hunting for all 6 of the spaceship cards hidden among them. You solve each malfunction card by laying down specific "tool" cards, of which everyone has a hand. The tool cards are dispersed through all the players, requiring you to call aloud for them by physical description, or by their absurd names.

You'll find yourself repeatedly yelling "The Quasipaddle! I need the Quasipaddle! Mint Works is a breezy, mint-themed worker-placement game that fits into an Altoids tin. What's not to love about a minty-fresh synthesis of form and function? Cards chain together and can give you more mints each turn, so you're constantly balancing whether to gain more points now before the game ends or keep building your monstrous mint-generating engine.

In both heft and complexity, this game is exquisitely light. And that's fine; simple yet inventive games like Mint Works are the perfect companions or to break out at a bar or to slip into your bag for a road-trip. If you buy one game from this list, make it Terraforming Mars. You and up to four friends take turns buying and playing cards that construct cities or enact terraforming projects on a hexagonal map of Mars. Each terraforming project has a planetary effect, and will give you a special bonus—for example, allowing you to produce resources like titanium faster, or lowering the cost of future projects.

It's by chaining those bonuses together to form clever bonus-earning engines that you'll earn the most victory points and win the game. But you have to work fast, the game ends when everybody's terraforming projects have done three things: If you've ever read Kim Stanley Robinson's Mars trilogy, you need this game. In Captain Sonar, you and 7 friends helm two submarines in a real-time, elusive battle to the death.

Ignore the box, only play with 8 players. Imagine a full table of two teams of four, separated by a long cardboard shield. Both teams' Captains are frenetically shouting directions as quickly as possible to evade drones and mines across a by grid studded with islands. The Engineers are pleading to let their ships surface to heal the damaged weapons or sonar systems; the Radio Operators are hungrily searching for areas of the map that match the enemy Captain's orders, which they're tracking with a felt marker, a clear plastic sheet, and a map.

Finally, with a raised fist, the game stops as one team's Captain, at her first First Mates's suggestion, fires a torpedo, crashing into the opponents submarine to the chorus heavy groans from the losing players. Buy Captain Sonar, and you will play it whenever you have eight players at the ready. On its face, Whistle Stop may seem a little stale.

It's yet another train game where you chug along tracks on a game board to pick up and drop off goods for points, a la Railways of the World , India Rails , or Steam.

Joey Right here

This skill provides advantage to the deck that depends on Trap cards and effect damage although there are not many trap cards that could inflict effect damage in the current card pool. However, under the effect of Chain Trap skill, it would deal damage. You obtain Curse of Anubis by getting Odion's level up to Although the trap card is a bit more situational than Windstorm of Etaqua since many players use non-effect monsters in current meta, it works well against high stats effect monsters like Kazejin and Kaiser Sea Horse.

More skills are expected! Report Skill name and details by submitting comments or screenshot at the bottom of the page. What is level rewards?

Level reward is what you can obtain by leveling up characters, including gems, cards, skills, extra deck slots. Odion is the servant of the Ishtar family and has sworn his allegiance to Marik. An honest Duelist who Duels fair and square, his Deck is comprised of Trap Monsters, such as "Embodiment of Apophis," to ensnare his unsuspecting opponents. Content Character Skill Deck.

Odion This page notes Odion's skills, level-up rewards, starter deck, and cards and skills you can get by winning a duel against Odion. Table of contents Skill updates! Then, shuffle 1 random Trap Card in your Graveyard into your Deck. This skill can only be used once per Duel. Chain Reaction is the only useful. Decreases your opponent's Life Points by Lv13 Endless Trap Hell Can be used each time your 3 trap cards are sent to the graveyard.

A random trap card in your graveyard is shuffled into your deck. Drop Trap Layer If your Deck contains 5 or more Trap Cards with different names, you will have improved chances of having a Trap Card in your starting hand. Best character to level up: Reward cards are card that You can get as reward for gaining a victory over legend duelists. Duel reward tier list.

Im not a robot. Do I have to win the duels in which I activate traps for them to count toward the trap card total? In the game it says I've activated over but he hasn't appeared at the gate yet. At the end of every turn you loss life point equal to times the number of card in your graveyard. It was leaked along with Marik. Do continuous trap cards, like Solemn Wishes, activate the effect every time or just once they're played? The main idea is to avoid continuous trap, only fast traps that can be ativated in any fase also.

Take a Legendary level 10 and put in your deck any kind of trap. Remember that you don't need to WIN the game, only use 10 Traps. Yeah, and the trap card common charity will help a lot, look it up. Look up sacrifice spell card too. Not sure if you are aware yet, but i just got a new skill for odion from pegasus event lv. I have included a screen shot for verification purposes. I got Exclusive skill of Tea Gardner "Life Coat 0" on Odion that make me confuse exclusive skill can drop only character or I did not get this on other my character.

Bonz unlock event Event guide Bonz Lvl 40 Character guide. With the cards, Santorini plays best as a three players battle, where you and two other friends are continually self-balancing the game. You'll find yourselves ganging up on anyone close to winning, capping towers so they can't climb on top—until somebody discovers a brilliant move no one can stop, and takes the match.

New York Slice combines two of the greatest things on this Earth. Pizza, and more pizza. The game is played over a series of rounds, where the first player divides up a randomly assembled pizza of 11 slices of Hawaiian, meat lovers, cheese, veggie and more into a sections that are equal to the number of players in the game.

Play then moves clockwise, with each player claiming a section of slices, until finally the divider collects his or her last, unclaimed slices. At the end of the game, players gain points for having the most slices of each type. For example, there are 11 slices of plain pepperoni, and whoever has the most of them wins 11 points. The game is slightly more complicated than we're making it out to be, but not much more. Players can also gain a random "Today's Specials" card which the divider places on one usually subpar section of the pie, which gives a player special powers or points.

Some slices also have anchovies which dock you points, or pepperoni, which of course earns you extra points because pepperoni is amazing. Packaged in a faux-pizza box with photorealistic slices, New York Slice is a short teaser of a game. Codenames is a riveting party game for people who love intrigue and spycraft. Four or more players on two teams battle to interpret clever but exceedingly bare-bones clues.

In each round of the game, players set up a 5 x 5 grid of plain ID cards with codenames like "Octopus" or "Undertaker. The spymasters take turns cluing in their team by saying just a single word followed by a number of cards associated with the clue. For example, you might say "Suit, two," if your only remaining codenames in the field of cards are "Chauffeur" and "Card.

Then you get to watch silently as your fumbling team decides your clue must be referencing the codenames "Chauffeur" and Mombasa will keep you guessing who's going to win until the final turn. In this cutthroat strategy game, up to four players scramble for Africa as colonial business investors, trading goods like coffee and bananas, buying stock in four competing companies, and leading resource-hunting expeditions into the continent.

What makes Mombasa so tricky is that everyone can buy stock in any of the four competing companies. Players also raise and lower the stock value of each company as they play. Together, this can make winning early a pretty substantial disadvantage, because losing players can work together to even the scales by tanking your investments.

Our favorite quirk of Mombasa is that the game has an entire game mechanic revolved around bookkeeping.

Who says detailed accounting isn't exhilarating? Erect deadly siege engines, shuffle your armies and heroes across crumbling ramparts, or send ravenous hordes of orcs and goblins to assault a castle. In Stronghold you play out an epic six-day siege, and we think Stronghold deserves a spot alongside Star Wars: Rebellion and the vaulted classic Twilight Struggle in terms of top-tier asymmetric two player games.

What's especially brilliant here is how winning tactics diverge for the opposing sides. A brilliant assault demands a cohesive, long-term strategy, while the game heavily rewards a defensive player with a snappy handle on short-term reactionary tactics.

Be warned, your first game will be a wash, fraught with moments where you finally realize what you should have been doing about four turns ago. Technically a standalone game, Daybreak plays best as an expansion to One Night Ultimate Werewolf, which was easily the most fun party game of To start, up to 10 players are dealt one of many face-down character tiles, secretly assigning them to either the evil werewolves' team or the villagers' team. The game starts with a "night phase" where players close their eyes and take turns switching and messing with other players' tiles depending on each character's power.

During the "day phase," the players spend a few minutes lying, misleading, or trying to put together what happened during the night. Then a player is elected by vote to be killed, and everyone flips their cards to see who became what, and which team won.

Best compared to a Choose Your Own Adventure book, Near and Far is a unique blend of storytelling and exciting adventure game. At a local city in the mystical land of Arzium, you and up to three friends gather a band of travelers, money and supplies, and embark upon a whimsical adventure: At various intervals, the game has you read off multi-optioned dilemmas from a fat storybook for your fellow adventures, digging you into the story and forcing you all to make tough choices on how to react.

But the most striking aspect about Near and Far may be the gorgeous artwork; particularly the a spiral bound book of game maps and the playerboards. For a story-focused game like Near and Far , great graphics can add a lot to the immersive story-telling quality of a game, which is certainly the case here. Clank seamlessly combines two of what I think are the nerdiest and most engaging board game mechanics in one thrilling package.

That is, dungeon-crawling and deck-building. In Clank, you're competing with opponents to loot precious artifacts in a multi-leveled dungeon, where the best stuff is always closer to the bottom. You're trying to sneak in, quietly grab all you can, and exit before you're all killed by the repeated assaults of an enraged dragon.

Each turn you draw cards from you deck. You use those cards to move, but also buy ever better cards from a marketplace, which give you special abilities. Our favorite aspect of Clank was the thrilling, push-your-luck "clank" mechanic. It's where certain theoretically noisy cards give you fantastic bonuses, increase the odds that you'll be the focus of the dragons attacks when it's randomly triggered.

In Istanbul , you and up to four friends although the game works best with three are merchants in the city's bazaar—strolling about the markets' 16 sections while buying and selling goods and ordering about your servile minions, or "assistants. One of the most unusual games of the year, in Castles of Mad King Ludwig turns you and up to three other players into castle architects and builders tasked with designing the interior of your mad king's fortification one room at a time.

Over several rounds, each player gets a chance to become the 'master builder. Video game reviewer Tom Vasel likens Five Tribes to " Mancala on steroids," a description that fits perfectly. In Arabian-themed Five Tribes, you and up to three other players take turns grabbing fistfuls of colored game-pieces and dropping them off one by one as you tactically maneuver about the checkered game board.

With almost no chance involved and more than a half-dozen ways to score points, Five Tribes requires patience, malleable planning, and strategy, but rewards you with a gleefully entertaining game experience. Like all classing racing games, Camel Up brings the high-octane thrill of watching stackable camels trek around a small square. Seriously, though, this winner of the Spiel des Jahres Board Game of the Year is a hectic game that children and adults will find delightful.

At its heart, Camel Up is a betting game—dice rolls spur the camels forward as you and the other players jockey for position to put money behind the right camel contender. Or, you know, try to rig the race.

Simple but not simplistic, you'll want to play this minute game again and again. Here at PM we've been saying it for years: There simply aren't enough board games that star Elizabethan-era precious stone magnates. Now Splendor has filled the void. Fast-paced, easy to pick up, and at least on the surface heavily mathematical, Splendor is an addictive strategy game. As you collect gems in the form of hefty poker chips and advance your business by reserving and purchasing prospectors, jewelers, or secrets to exotic locales the cards —you might just find that what you're really after is a way to screw over the friends you're playing with.

Isn't that what precious stone mining is all about? Finally, a game that fulfills this city slicker's deep-seated need to herd cattle across state lines.

In Great Western Trail, you and up to three other friends move cattle from Texas to Kansas City; taking turns to add to your herd, construct buildings along the way, or contracting cowboys, engineers, craftsmen, and more. In the parlance of hardcore board game nerds, Great Western Trail is a "point salad" game. One with endless number of ways to cobble together enough points to attain victory. As you're building the best deck of cattle cards, or hiring helping hands at the right time, each turn will bombard you with a huge array of loosely connected options Definitely one of the best pure-strategy games of the 's, Great Western Trail will have you using the phrases 'herding cattle' and 'taking part in an ultimate test of strategic mettle' interchangeably.

You and four friends take control of killbot mechs, load up on ridiculous weapons, and sweep from room to room trading hailstorms of white-hot munition. What's unique about this game is that, unlike most other first-person-shooter FPS style board games, it's actually worth playing more than once.

We're sorry, but video games almost always do FPS games better. So why's Adrenaline so good? Partly, it's because the game has trimmed away everything sluggish or clunky in the FPS experience of moving your mech, aiming, assessing damage, and so on. It's madcap fun with no slowdown. And best of all, dying in Adrenaline is barely an annoyance.

Thanks to the curious but simple way of applying points for damage, the winner is invariable the person who positioned themself to pull the trigger the most.

Here's the best worker placement game of , by far. In Energy Empire, you roleplay as nations in the atomic era. Your aim is to send out workers each turn to build the might of your nation, in the form of industry, commerce, or international leadership. Your choices on where you place your workers delineate what power generating sources you're using to build your nation. With coal, oil, solar, nuclear and more all on the table. You can gather enough victory points to win the game through three main paths or some combination of them.

Focusing on clean energy and managing pollution, building industry like crazy, or progressing through the United Nations.

Energy empire is crazy fast, an hour and a half at the longest, long enough for you to develop some interesting chain combos with your buildings and power sources, but fast enough to immediately set the board up for round 2 after the first game finishes.

The most talked-about game of , Pandemic Legacy is arguably the best cooperative game ever designed. Each hour-plus game forms but a fraction of the togame saga that will probably take your gaming group months to complete.

The core of Pandemic Legacy is a stylistic and mechanical duplicate of its precursor, Pandemic , in which the players are disease control specialists working together to stymie outbreaks across the globe.

What's radically new here is just how much Legacy physically changes from game to game as the saga progresses. From incorporating new packages of game pieces and cards to introducing new board icons and new rules which you literally stick into a blank page in the rulebook , choices in each game deeply affect the next.

Ten games in, you'll be playing a totally different game than your neighbors are. Few games can pack as much strategy, excitement, and abject fun into a half hour. Tiny Epic Galaxies is a dice-rolling game in which players toss a handful of 6-sided die with the option to spend points to re-roll a bad throw and then take the actions the symbols on the dice dictate. With your dice you can conquer card-printed planets for game points and new powers, slowly increase the number of dice you roll or the number of times you can reroll them, or harvest points for future turns.

The best part of this game is that for a cost you can copy some of the actions your opponents' take during their turns, leaving zero downtime and no room for even a twinge of boredom.

Mysterium is an odd mix of Clue and Dixit , the game of the year award winner. As with Dixit , the main mechanic of this game is silent communication mediated through nothing more than sharing the game's deck of beautifully drawn and rather abstract cards.

In the game, one player is a ghost in a haunted mansion, and uses these cards in the game they represent dreams to guide up to five other players through identifying trios of nasty characters, murder locations, and weapons.

For example, the ghost might give you a dream card with a gnarled branch on it, in an attempt to guide you to pick a card with a wooden outhouse on it. Wonderfully abstract and refreshingly original, Mysterium punishes over-thinking almost as much as it does careless play.

The board game of the year so far. In this intense, European-style strategy affair, you and three friends take turns rolling dice, and then use those dice to trade for mercantile resources, secure trade contracts, and travel about a 13th century map of the silk road and coastal Asia—all while jockeying for points. Because so much of the game consists of adapting various strategies while finding clever ways to salvage unfortunate rolls, The Voyages of Marco Polo lays down a delightful and absurdly captivating mix of luck and strategy that will leave you wanting to replay the game over and over again.

I've never played anything quite like Specter Ops. Essentially the board game version of a stealth shooter like Metal Gear Solid or Splinter Cell , the sci-fi themed game sees up to four players join an alliance to hunt down and kill a fifth player—a covert-agent invisibly sneaking across the grid-lined game board, trying to complete mission objectives and escape.

The allied players can only see the agent when they have a direct line of sight otherwise the agent keeps track of his location on a private map or when they use a special ability or item card. The hunters roll dice to shoot at the agent if they can see him or her, and the farther the agent is, the better roll they have to make for a hit.

It's a beautifully balanced and incredibly tense affair. Here we have a deck-building game in the vein of Dominion with the heart, soul, and basic mechanics of. Weird though it may be, Super Motherload is a blast. You and up to three friends climb aboard a spacecraft to drill below the surface of Mars, playing cards from your individual decks to dig and bomb for minerals. You cash in those minerals to buy even better cards, with the end goal of collecting the most achievement cards which are contested throughout the game and building a deck worth the most points.

In Quadropolis , up to four players play as city planners building a custom metropolis from scratch. During the game, you'll take turns sending out a team of four architects, gathering plans for various buildings from a central play area in four rounds, and then constructing them in your personal four-by-four city map grid. Each building type—harbors, skyscrapers, or city parks, for example—net you different amounts of victory points depending on how and where you construct them.

For example, the more skyscrapers stand next to your city parks, the more points your city parks are worth. With extraordinarily few player interactions—heck, you could play the entire game in silence— Quadropolis often feels a lot like Solitaire. But hey, after a few rounds of Spaceteam or Secret Hitler , this can be quite refreshing. Designed by the same people who developed last year's Splendor , the Greece-themed Elysium makes you and up to three friends compete to gather the best combination of epic powers, items, and the loyalty of various gods and heroes.

All of this, of course, is done by drafting cards. Your quest is to forge the greatest legend, which is done by retiring those cards and giving up their special powers, all for the benefit of gaining victory points. Where Elysium shines is in those moments when you're weighing the option of retiring the excellent powers of your favorite cards just to cash in their points. Although Myth has all the familiar accoutrements of board game, including game pieces, playing boards, and cards, it actually shares its spirit more with pen-and-paper role playing games such as Dungeons and Dragons.

Up to five players level up and fight off an onslaught of card-generated villains in one of countless scenarios set forth in Myth 's hefty rulebook. Don't the big volume intimidate you. Yes, it's intricate, complex, and demands of a high level of cooperation, but Myth is an intuitive and beautiful venture into a world of magic, swordsmanship, and an endless sea of killable baddies. Steampunk Rally is the ultimate mash-up of racing, card drafting, and dice rolling.

In this steam punk reimagining of history, you and up to seven other friends play as history's greatest inventors, competing in madman's race across the Swiss alps. The game takes place in phases, where all players first take turns crafting parts like rocket boosters or spider legs onto their racing machine.

These parts are gathered by drafting cards between players. Each part offers boosts and abilities and have different slots for dice—which represent steam, electricity and heat, and can do things like generate motion, or prevent or repair damage.

In the next phase, you roll your dice and spend them to activate your mechanical monstrosity's parts, and you race! Although, if we're being honest, you're not so much racing as assaulting one another while gradually moving forward across a map.

Not that that's a bad thing. How's that harpoon treating you, Tesla? The Gathering fame is a standalone sequel with plenty of new and even more fun game mechanics. As one of six hideous monsters, you roll oversized dice to smash up your competitors as well as the Big Apple—and incur the wrath of the National Guard.

As was the case with the original games, the magic in King of New York comes from the luck, the simplicity, and the fun power-up cards you encounter. Here to fulfill our continued fascination with surviving in a post-apocalyptic wasteland brimming with zombies is Dead of Winter: On the surface, Dead of Winter involves two to five players working together to battle zombies and fulfill a main objective, such as killing a certain number of zombies, that's chosen at random.

In addition, each player is also trying to fulfill one of 24 random, secret objectives—which could be anything from collecting a certain amount of food to sabotaging the main objective for everyone else. You'll be guessing until the very end whether everyone will win the game, no one will, or the jerk who's secretly trying to destroy everyone else will succeed. Lots of Nazi killing? That's a big check. If these qualities appeal to you, then stop reading right now and go buy this game.

While the rulebook is unnecessarily enormous, the two-player Heroes of Normandie really is a simple game that combines strategy, bluffing, and luck in an intuitive and delightful synthesis. And with an endless number of scenario cards, Heroes of Normandie can keep on dishing out as many GI's versus Germans battles as you can handle.

Not to be confused with Settlers of Catan , this cartoonish card game sees you and up to three friends the game works best with two players pick a unique faction such as the Romans, Barbarians, or Japanese. Players spend turns drafting cards and using the resources those cards provide to pummel opponents. A gem in the genre of resource management games, Imperial Settlers balances pure strategy with just the right amount of interaction with your fellow players. Type keyword s to search.

Advertisement - Continue Reading Below. If you loved Terra Mystica and its expansion , Gaia Project is a must buy. BUY NOW Ethnos is rich on strategy and light on rules, edging it into the same territory as Carcassonne or Ticket to Ride —excellent hooks to introduce newcomers into the world of modern board games.

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Not sure if you are aware yet, but i just got a new skill for odion from pegasus event lv. I have included a screen shot for verification purposes. I got Exclusive skill of Tea Gardner "Life Coat 0" on Odion that make me confuse exclusive skill can drop only character or I did not get this on other my character. Bonz unlock event Event guide Bonz Lvl 40 Character guide. Bros 40 - -. Available card boxes - - - -. PvP Best decks [Dec 18 update! Bonz's Spooky Zombie Party. King of Games decks [December ].

The Winged Dragon of Ra: Set Sail for the Kingdom Event Underway! This was apparently found the the data files along with more E heroes. Ghosts From the Past Decks and Tips 1. When I used CA, my deck was built with 2 Dakini. And it was OP as fuck.

Parasite Infestation Ver 2. Wolf in Sheep's Clothing Decks and Tips. Gravedigger Ghoul Decks and Tips. Floodgate Trap Hole Decks and Ruling. Cyber Angel Dakini Decks and Ruling. Which is the best Egyptian god card for PvP?

Is it possible to reach King of Games with Tier 3 and 4 decks? Is it possible Thief King Bakura could be an unlockable character? Is Marik Ishtar going to be an unlockable character in Duel Links? Animal Crossing Pocket Camp. Duel Links Powered by GameA. How to farm Lvl Can be used when you have 3 trap cards in the Graveyard.

Chain Reaction Can be used each time you activate a Trap card. Endless Trap Hell Can be used each time your 3 trap cards are sent to the graveyard.

Bluff Trap Can be used each time your Life Points decrease by Trap Layer If your Deck contains 5 or more Trap Cards with different names, you will have improved chances of having a Trap Card in your starting hand. Statue of the Wicked. Temple of the Kings.

Mystical Beast of Serket. The Regulation of Tribe. Temple of the Kings [SR]. Giant Axe Mummy [SR]. Players take on the role of a man named Deacon St. John, who was once a former bounty hunter. Now that the world has gone awry and a global pandemic has killed off nearly all humanity, Deacon St. John will have to use his bounty hunter skills to survive in a world full of insane gangs and zombie-like creatures.

This will be an open world video game where developers have stated that the players within the game can complete various tasks multiple different ways. There are not too many details released for State of Decay 2 as of right now.

We do know that this video game is a sequel to the State of Decay and will focus heavily on cooperative gameplay with up to three other players. Overall, State of Decay 2 is a zombie-survival game that lets players have their own unique story. Players will have to survive together in a world that has been dominated by mindless flesh-eating walkers. While details surrounding the video game narrative have yet to be fully fleshed out to the public, the development team has announced that a VR version of the game will be launching for the game as well.

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