All Joustus Cards & Encounters +tips

All Joustus Cards & Encounters +tips

General Strategy: Initial Card Placement


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In general, you want to place your cards next to gems, but not pointing away from them.

Example 1:

The Divedrake (row 1) is right next to a gem, ready to be pushed onto it. Technically, it can be pushed away from the gem (to the right), but it's not ideal for the opponent to do that because then they would have a card pointing away from a gem.

The Zamby (row 2) and Dozedrake (row 3) are both pointing towards gems. These are great spots because there is no other way to push them, except onto gems.Example 2:

Eventually, you will get cards that point in 3 directions like these.

It is a strong move to point them towards gems like this, because there is no other way to push them, except onto the gem.

The Wizzem (row 3) is technically pointing towards one gem, but away from another. It's not a big deal; still a strong move.

General Strategy: Farming Cards

At first, it might feel like your deck is a random assortment of cards, encouraging you to buy a ton a mystery cards from Chester, but there is another way.

Remember that you can re-challenge opponents as many times as you want; they never run out of cards no matter how many you take from them (with the exception of unique cards). This is particularly useful when trying to get the "Fearless Champ" achievement (Clear all 4 houses of Joustus without buying or reclaiming anything from Chester).

There are some cards exclusive to Chester's mystery card packs, however, and if you're looking for a way to farm a lot of money in order to buy lots of packs, you could do it in new game plus, because NG+ changes the mechanics of the game to make gaining money easier, but you would have to go through the game again to reach Chester at each location.

General Strategy: Power Creep


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Unfortunately, Joustus is not a balanced game; there are a lot of cards that are strictly better or worse than others. I struggled to find a reason to use bomb cards and cards that only point in 1 direction. I wasn't able to find much of a downside to just making a deck entirely out of 3-directional cards.

Beeto is worse than Torpeeto

Torpeeto is worse than Memmec

Memmec is worse than Big Bohto

3-directional cards, like Big Bohto, are too good at locking down gems.

Conversely, 1-directional cards are kinda bad at locking down gems.

General Strategy: Locking Down Gems


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A gem is "locked down" when there is no way to push the card on top of it off; whoever currently has it, has it for the rest of the game.

The easiest way to lock down a gem is to use a card that points in 3 directions like this:

The Griffoth (row 2) can normally only be pushed right, but because the Griffoth pushed a Blorb into the graveyard, it can't be pushed anywhere and is effectively locked down.

In general, pushing cards that are already on top of gems into graveyards is a good method for locking gems down, because then your card can't be pushed that way.

The Wizzem (row 3) can normally only be pushed left, but because there is a Beeto pointing the opposite direction, the Wizzem is locked down. Technically, the Beeto could be moved, un-locking the Wizzem, but that would take 2 turns, giving you a chance to re-lock it.

But of course, you may not have cards that point in 3 directions, or maybe you feel like building a deck without a lot of 3-directional cards. In that case, you must look at your opponents hand before moving onto a gem.

Summary:

Step 1: Push one of your cards onto a gem.

Step 2: Your opponent will steal it.

Step 3: Steal it back.

Before all of this, check your opponent's hand to make sure that step 2 doesn't result in the card being locked down, otherwise you can't do step 3.or

Step 1: You push an opponent's card onto a gem.

Step 2: They will try to lock it down by putting a different card on top of or next to the gem.

Step 3: Steal their gem.

Before all of this, check your opponent's hand to make sure that step 2 doesn't result in the card being locked down, otherwise you can't do step 3.

In-Depth Thought Process:

Before moving onto a gem, look at your opponent's hand.

If you moved onto the gem, does your opponent have the required arrows to steal it?

If they can't steal it, then you're free to take it. Keep an eye on their hand in case they draw a way to steal it later. Optional: You can preemptively stop your opponent from drawing the right card by further investing into the gem and 100% locking it down. This means surrounding it or pushing cards to the edge of the game board. If your opponent can steal it, would it be locked down, or would you be able to steal it back?

If they can steal it and it would result in being locked down, don't move onto the gem.

If they can steal it, but you could just steal it back, then you're probably good to go. Typically, that's as far as you have to think, because at that point, the graveyards are filling up and you start to hit the edge of the board.

Cards that only point in 1 direction are bad at staying on top of gems because they are more easily pushed around.

You can also push your opponent's cards onto gems. The same mindset applies: Check their hand, make sure they can't lock it down on their turn, and that you can steal it from them afterwards.

The Dozedrake (row 2) can normally only be pushed up & left.

It can't be pushed up because the edge of the board has been reached.

It can't be pushed left because there is a Fleeto pointing the opposite direction.

I accomplished this by pushing my opponent's cards onto the gem and then stealing it right after (but making sure that they couldn't stop me from doing that on their turn).

House Of Joustus (World 1)


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Secret Cards:

Cooper

Climb a semi-hidden ladder above Playing Kid to find Hoop Kid, who gives you Cooper.

Bard

Destroy the wall above Black Knight to reveal a chest that contains Bard.

Puzzle Reward:

Croaker

Awarded for solving all 3 of Croaker's puzzles.

Rookie:

The Rookie gives you an optional tutorial on how to play Joustus. Make sure that you do it anyway because the Rookie counts as an opponent for the purposes of the "King of Cards" achievement.

Playing Kid:

Board State: Fixed

Strategy:

Because Playing Kid can only push right/up, and because the gem is always on the bottom-right, cards that push left are not very useful. Removing blitzsteed and dozedrake from your starter deck will make it better against Playing kId.

Goatician:

Board State: Fixed

Ruffian

x2:

Board State: Random

Black Knight

x1:

x2:

Board State: Random

Strategy:

Black Knight does not place a card on the same turn that he uses his special ability. This gives you an extra turn to try and 'lock down' a gem.

He only has 4 double-arrow cards in his deck.

He will use the double-arrow cards to steal your gems. Before trying to lock down a gem, you can either wait until he does not have any double-arrow cards in his hand, or you can plan to immediately push them off again when he does steal them.

Pushing his double-arrow cards out of the way of his special ability (especially onto the top/bottom graveyard) means that they will not return to his deck for him to use again.

Remember that you can end the game early when you have 2/3 gems rather than going for the sweep.

Airship Challengers (Part 1)


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Baz:

1x:

3x:

Board State: Random

Hedge Pupil

Board State: Random

Duelist Di

Board State: Random

Traitorous

Board State: Random

Strategy:

When he has his signature card in hand, careful not to place a card to the left or right of the gem, as that gives him a really good turn; pushing your card down.

Phantom Striker

x1:

x3:

Board State: Random

Strategy:

The AI doesn't know how to utilize its grave and slam cards, or how to play when the gems are in the graveyard. This results in it wasting its turn or even helping you sometimes.

You can prevent the slam card from disrupting you by approaching the gems from the left side, like with Griffoths.

Cavern Of Joustus (World 2)


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Secret Cards:

Trouple Acolyte

At the very start, go over the wall to your right to find a secret area with this card.

Chester

Inside the chest in the top-right corner of the room with Blazorb.

Puzzle Reward:

Toader

Armorer & Shovel Smith

The Armorer & Shovel Smith do NOT count as separate challengers. They act as one entity that has both of their unique cards.

x1:

x2:

x3:

Board State: Fixed

Strategy:

Because the board state is fixed, Griffoths and Super Skeletons are particularly useful because they can easily lock down the gems on the right and bottom.

Double-arrow cards are also strong.

Blazorb

Blazorb and Blorb count as separate challengers for the purposes of the "King of Cards" achievement.

Board State: Fixed

Strategy:

Stack up on down-arrow cards and remove left-arrow cards.

Griffoth insta-wins.

Insta-win on turn 2 every time because the board is really small.

Blorb

Blazorb and Blorb count as separate challengers for the purposes of the "King of Cards" achievement.

x1:

x13:

Board State: Semi-random

There are always 2 gems on the top row and 1 gem on the bottom row.

Strategy:

Blorb always draws its 3 useful cards.

Its deck is so lopsided, that it's almost completely unable to capture any gems by itself.

Have a variety of arrows so that you can reliably push its double-arrow cards off of gems and out of position.

After it plays its 3 double-arrow cards, it is at your mercy.

Mole Minion

Board State: Semi-Random

The gem is always in column 4.

Strategy:

Surround the gem while he wastes time destroying the rocks.

Wizzems are strong in this fight.

Don't capture the gem if he can just immediately take it back.

You can end the game early before all the rocks are destroyed.

His AI is really bad.

Mona

Mona has her own card AND Plague Knight's card.

x1:

x4:

Board State: Random

Both gems and rocks are random.

Strategy:

Her special ability is often just a waste of a turn. Even if she puts a red card into your hand, you can still use it to push cards.

Double-arrow cards are strong. You can farm them off of previous challengers.

Airship Challengers (Part 2)


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Troupple Acolyte

On the ship, the character is named Troupple Acolyte, but their card is Troupple Missionary. Might be a minor developer error.

x1:

x2:

Board State: Random

Plague Knight

Plague Knight doesn't have his own card; Mona does.

1x:

3x:

Board State: Fixed

Strategy:

Wait until he digs to the bottom row, then steal the gem from him with double-arrow cards.

Double-arrow cards that point in upwards + any other directions are strong.

You can end the match at pretty much any time, even in a draw, by filling the top row.

Skip

x1:

x3:

Board State: Random

Strategy:

You're going to need a deck of double-arrow cards that face at least 2 directions in order to be on a level playing field. 3 directions is better. You can get these by farming other challengers.

You have to look at his hand before moving (his or your) cards onto gems.

If your card is on a gem, he will attempt to steal it. Before moving your card onto a gem, make sure he doesn't have the required arrows to push your card off in his hand, or make sure that you could just steal it right back if he did.

If his card is on a gem, he will attempt to lock it down by either "blocking" (placing a card next to the gem, facing it), or by placing another card directly on top of his gem (typically the 3-directional cards, Jumbolorb and Toadsdrake). You can prematurely push his cards onto gems as long as you make sure that he doesn't have a way to lock them down on his turn, then you can steal them afterwards.

Barton:

x1:

x2:

Board State: Random

Treasure Knight:

x1:

x3:

Board State: Random

Mole Knight:

Board State: Random

Crag Of Joustus (World 3)


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Secret Cards:

Oolong

On the screen with the 3 spinwulves, there is a secret wall on the left. Alternatively, you can just go left of the cogslotter and fall down. Either way, you'll find a plague minion who gives you this card.

Yoppler

Horns are better in a duet! Use the Horns of Heralding relic next to the Yoppler to reveal the location of this card. You can get the relic by buying drinks for everyone at the House of Joustus (World 1).

Puzzle Reward:

Fish Head

Leo:

x1:

x2:

x10:

Board State: Random

Cogslotter

Board State: Fixed

Strategy:

His deck is mostly cards that only point 1-direction, so he has a lot of trouble locking down cards unless he has Cogslotter or Toadsdrake in his hand.

Hover Meanie

x1:

x3:

Board State: Semi-Random

All 3 gems are always in an "L" shape in one of the four corners. The pits are random.

New mechanic: Cascade.

Generally you want to surround gems with your cards, but with cascade, you just got to be careful that they don't immediately push your card (now their card) onto a gem.

So you just have to wait until he doesn't have any cascade cards in hand, or at least not one with an arrow that can push your card, before putting a card next to a gem.

Also, this guy doesn't have any way to push upwards, so Big Bohto will immediately lock down any gem that it's on. You can farm them off of Leo.

Spinwulves

x1:

x2:

x4:

Board State: Random

Airship Challengers (Part 3)


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TMK-500

x2:

x3:

x4:

Board State: Random

Propeller Knight

x1:

x2:

x3:

Board State: Semi-Random

Random except that it's impossible for all 3 gems to be on the same side.

His AI is pretty smart, capable of blocking and locking down cards.

Propeller Knight will attempt to use his cascade cards to push your cards (now his cards) onto gems.

You can intentionally put bad cards in your deck (like in the above picture) and place them next to gems. His AI will still want to convert them to his color while pushing them onto gems. Then, because it's not a double-arrow card, you can immediately steal it back and secure it with double-arrow cards.

Tinker Knight

x1:

x2:

x3:

Board State: Random

Polar Knight

x1:

x2:

x3:

I can't figure out what the 16th card is.

Board State: Fixed

Specter Knight

x1:

x2:

x4:

I can't figure out what the 16th card is.

Board State: Random

Strategy:

Again, the AI doesn't utilize its slam or graveyard cards properly.

It will often use its slam cards to help you.

Just watch out for its lone cascade card.

Tower Of Joustus (World 4)


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Secret Cards

Shield Knight

Shovel Knight

Shield Knight & Shovel Knight are both behind a secret wall on the top-left of the screen with the liquid samurai archer.

Missy:

x1:

x2:

x3:

Red:

Board State: Fixed

Strategy:

After he plays his 3 unique cards, he can barely do anything.

Liquid Samurai:

1x:

x5:

Board State: Random

Horace:

Board State: Random

Strategy:

Horace's special power is to steal your turns, but this isn't a bad thing.

His deck is mostly cards that point in only one direction, making it difficult for him to lock down anything.

You can wait to place your first card until he's filled the entire board up, then steal and lock down a gem when the chance arises, using the edge of the game board. I'd use cascade, triple-arrow, or 3-directional cards for this.

Depending on the system you're playing on, it's also really easy to take a screenshot and pause in order to give yourself more time to think.

Cardia


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Cardia:

Board State: Random

Strategy:

The game allows you to challenge Cardia really early in the game, when you don't have much Joustus experience.

Cardia has a very good AI, meaning that you would need strong fundamentals and/or luck in order to beat her with cards at an equal power level to hers.

If you're new to Joustus, then I'd recommend skipping her until later in the game.

And of course, you can beat her later with strictly better cards.

Giga Cardia:

Board State: Random

Strategy:

After placing 2 cards, she gains the special abilities of all previous Joustus leaders, including Horace's.

You can exploit this just like with Horace. That is, not playing any cards until the board is almost completely full, and then stealing cards using triple-arrow, cascade, or 3-directional cards.

Defeating Giga Cardia Awards:

Cardia

Giga Cardia

Puzzle Solutions


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House of Joustus (World 1)

Cavern of Joustus (World 2)

Crag of Joustus (World 3)

Card Chest Levels


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Card-Chest levels look like this on the overworld map:

King Pridemoor (World 1)

Troupple King (World 2)

King Birder (World 3)

Make sure to talk to npc in the level.

In-level Secret Cards


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Mom

King Knight

Mom and King Knight are both found behind secret walls in The Homestead (World 1). A way to gain vertical height is required (like the Bubble Frog heirloom).

There is an alternate method (spoilers): You can also get there by returning to where you first found Mr. Hat and talk to the horse guy while a Decree of Rejuvenation is active.

Mr. Hat

Return to the now-called Void Crater (World 3, used to be called Fancy Shop) after defeating Mr. Hat and talk to the NPC who gives you this card.

The Enchantress

In the "Shrouded Spires" level (World 4). Starting at the checkpoint, go left, then down the red ladder (which you can only see briefly before the screen goes black). In this room with liquid samurai, there is a secret wall on the left that contains this card.

Mystery Card Exclusives


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Cards that you can only get by buying mystery cards from Chester.

Flailarmor, Gobcano, and Slimulacrum are not unique, but I was unable to find a challenger that had them.

Level 1 Mystery Cards

Flailarmor

Rookie

Ruffian

Gastronomer

Goatician

Ledge Farmer

Hedge Farmer

Farrels

Playing Kid

Hoop Kid

Terrorpin

The Big Creep

Leo

Level 2 Mystery Cards

Grandma Swamp

Hengineer

Gouache

Doe

Gobcano

Dancer

Level 3 Mystery Cards

Cloaked Figure

Level 4 Mystery Cards

Slimulacra

Manny

Edge Farmer

Dark Reize

Donovan

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=1948618923					

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