
Cards with this mechanic can keep pressure on or help swing momentum, and the few that have been added so far seem reasonably fair. This can have some fun interactions, especially if you would gain more by killing your own minion than one of your opponent’s. It’s meant to evoke images of a wrestler hyping up the crowd after delivering a particularly heavy hit to an opponent. Cards with the keyword Overkill do something extra if they deal more damage than necessary to destroy a minion. I do like the new mechanic from this set. A lot of the play and counterplay involves trying to deactivate your opponent’s Shrine while saving cards that synergize with yours for turns when your Shrine returns to the battlefield. These Shrines each have a powerful effect you can build your deck around, and your character usually has a huge advantage while their Shrine is active. The main gameplay change in Rumble Run is the addition of Shrines, special totems that start the game in play and go dormant for three turns instead of being removed from the board when they’re killed. Like the Witchwood and Kobolds and Catacombs single-player games, you’ll build a deck as you go, choosing from three sets of three cards to add to your deck every time you defeat one of the other combatants. Rumble Run is the new single-player mode, and it challenges players to choose a class, then take on all eight other classes to emerge triumphant as the champion of the arena. As before, we waited until the PVE content went into the game to give this expansion a review.
