Standard reference & strategy
Learning path
Learning path

Plan fatigue and long-game resource races

Trying to draw from an empty deck causes Fatigue damage. Count each failed draw before you choose to draw more.

How Fatigue grows

The first failed draw normally deals one damage. The next deals two, then three, and so on.

An empty deck does not hurt you at every moment. Trying to draw from it causes the next Fatigue hit.

Early draws can find the answers you need. Late draws may bring a losing Fatigue hit sooner. A card cannot help if you die before using it.

Add the damage

The first four Fatigue draws deal 1 + 2 + 3 + 4 = 10 damage.

For the first n Fatigue draws, the total is n × (n + 1) / 2.

If the next hit is f and you will draw n times from an empty deck, use:

n × (2f + n − 1) / 2

For example, five hits starting at four damage deal 4 + 5 + 6 + 7 + 8 = 30 damage.

Compare the total with your Health, Armor, and healing. Check effects that change damage or drawing too.

Look at the whole endgame

Having more cards left does not always mean you will win. The enemy may have stronger cards in hand, faster damage, or a way to add cards to the deck.

If you already hold enough to win, skipping extra draw may buy time.

Track the threats and answers left, both deck sizes, and the next Fatigue hit. Check again after cards are drawn or shuffled. The goal is to win, not just to be the last player with cards left.