Fights in Tight Spaces

Fights in Tight Spaces – Health Conservation Tips

This guides all about helping you get past levels without constantly losing chunks of your health since apparently, this can be a problem.

Choosing a Deck

Based on what deck you choose, your game style will vary obviously from others or vary from each other. If you’re new to the game, I recommend counter striker, it’s a simple deck all about, well as it sounds, building up your block and striking back during the enemy’s turn. It has basic attacks as well and doesn’t rely only on countering but will absolutely turn the game on its head for you.

Learning Basic Damage

Next is your basic layout, in the images included, there is one where I am positioned in front of an enemy. I have multiple choices here, some more effective than others, but I also need to be wary of my momentum and how much energy I can use during this one turn. But because this is also early on, I don’t need to worry too heavily about this.

In this case, I’m going to use a long counter, quick block (which obviously doesn’t use any momentum) combo counter, and quick strike. As long as I have more block than his attack, I have no need to worry about taking damage and can end the turn safely and know I will take him out. This is just basic thought translated easily, it’s as easy as breathing. You could say it’s even basic math, as long as you have a bigger block than an enemy attacking you will avoid taking any damage.


Next comes movement. In this game there is a huge problem where if you’re standing in front of someone they’re gonna attack you, so move jackass, it is as simple as using a movement card, you get this, you understand this, its easy, what’s a little harder to understand is where to move, which is also something you won’t really even have to comprehend until later on.

In this image I have a counter, I don’t have to move, but let’s say I’m really scared for some reason, I can use my slip card and move right by the enemy, slip is a unique card in that it is one of the only cards other than vault that gives you momentum back, the difference between this and vault, is that vault gives you momentum for going over a table or counter or any object that blocks an area.

While slip lets you sidestep any enemy and gain back the momentum you used (side not if you upgrade this card you end up getting one free momentum as it removes the cost of using the card and ends up giving back to you, its cheap, its 25 quid every time) making it possible to still use the rest of your hand while moving, you can never stand in place in this game. Almost every turn you must be moving, or you will set yourself up for failure. There is also a card called shift that lets you go directly past the enemy, granted there is not an enemy standing directly behind them when upgrading this card, if you shift past the enemy you will not lose any combo, just a little note I wanted to add.


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