Small Guide
Hello there ^^ first of all, thank you very much for creating this awesome game. I usually lurk around the forum, but I saw that some people have been asking for advice as well as some deck strategy. I'll try to post some. (My first post might as well be useful =p)
What follows is my own way of playing Eleptoclypse and it may not apply to everyone's style, but at least they can try it if they get stuck.
Warning: There may be minor spoilers, as I have to go through the entire game.
My deck build:
- Since you cannot run out of cards, I decided to go with the original build to have exactly 20 cards at all times. This makes it easier to focus on one strategy and relies less on luck than having too big a mix of different cards instead.
- Always get more copies of the same card whenever possible, especially if its active in your deck. If you lose a card and is forced to replace it in your deck, it will get considerably weaker.
To more easily keep track of things, I have divided the cards in general categories.
Basic Advance Cards
These are the core of your deck. You must always carry at least 3, preferably 4 of the most recent of these cards. Note that you shouldn't carry more than one type of these. Replace it as soon as a better version is available to you.
These cards have that in common that they provide you with additional advance with a cost of zero, meaning that you will always be able to play them and thus get you through a tight situation once in a while. Also, they will be your main source of advance during early to mid-game.
4x Focus | Cost: 0 | +1 Advance
4x Sacrifice for Opportunities | Cost: 0 | +2 Advance; -2 Endurance (Replaces Focus)
4x Coming Through | Cost: 0 | +4 Advance; -2 Endurance (Replaces Sacrifice for Opportunities)
The fact that the advanced cards provide -2 E to yourself is absolutely negligble as each time you upgrade, you effectively save yourself a turn, in which you could have recieved much more damage from your opponent.
Defensive Cards
I'll have to admit that I haven't used many passive cards while playing Eleptoclypse - it simply is, in most cases, not worth it to lose a round, especially since all cave encounters attack you first and you're already one round behind.
4x Recover | Cost: 0 | -1 Advance; +5 Endurance; +1 Advance; +1 Endurance
Get. Rid. Of. This. Card. Possibly the most useless card in the game, consider replacing it with any miscallenous cards that you may want to experiment with.
2x Born Again | Cost: 10 | -5 Advance; MAX Endurance; +1 Endurance (Replaces whatever cards you replaced Recover with)
2-3x Roles Reversed | Cost: 4 | Exchanges you and your opponent's Advance
(Replaces whatever cards you replaced Recover with)
I know Roles Reversed is possibly more of a "Shift Advance" category card as that is exactly what it does... >_> but I use it mainly defensively.
Born Again is the only healing card I found worth using as it, although expensive, saves you up to 3-4 rounds of beating (= tickling).
Offensive Cards
Of course, you cannot win without actually wearing your opponent down. At the beginning, you have 12 offensive cards, but as the game progresses and you acquire more cards with special abilities, you can effectively cut the number down to 8.
As a rule of thumb, you want cards that are as damaging as possible (compared to the possible damage you take yourself) for their price.
4x Quick Tickling | Cost: 1A | -2 Endurance
4x Attack Armpits | Cost: 2A | -2 Endurance
4x Exposed Advantage | Cost: 2A | -1 Endurance;-4 Endurance
Amongst your starting cards, Exposed Advantage is the most damaging as it causes -4 E to your opponent with only -1 E to you, creating a difference of +3 in your favour. However, it costs 2A to play, so the efficency is less than that of Quick Tickling, which costs 1A and has a favour of +2. Of course, this doesn't matter if you already have a Advance of 2, but during level 1, Quick Tickling is your most efficient card.
4x Attack Sides | Cost: 3A | -3 Endurance (Replaces Attack Armpits)
Its not that good, but its still better than Attack Armpits as it is useless compared to Quick Tickling. Do it at level 3 or above only or skip it altogether.
4x Tickle Frenzy | Cost: 3A | -2 Endurance;-1 Advance; -5 Endurance (Replaces Attack Armpits/Quick Tickling)
This card pretty much beats everything else at the time you get it. No discussion; its a must-have.
4x Tickle Torture | Cost: 6A | -1 Endurance;-1 Advance; -6 Endurance (Replaces Quick Tickling/Exposed Advantage)
By the time you get this card, you should be in mid-game, meaning that you are down to 8 offensive cards (4x Tickle Frenzy being the other 4). The last 4 will be replaced by Shift Advance cards (see below).
Feet Teasing | Cost: 6A | -1 Endurance;-1 Advance; -6 Endurance (Optional - Replaces Tickle Torture)
There are better cards to get at this point, so you could skip this altogether.
4x Busy Pussy Tickling | Cost: 4 | -8 Endurance
4x Tentacle Tickle Horror | Cost: 6 | -10 Endurance (Replaces Busy Pussy Tickling)
4x Invisible Tickling Cost: 8 | -12 Endurance (Replaces Tentacle Tickle Horror)
3-4x Tickle Armageddon | Cost: 10 | -2 Endurance;-2 Advance; -15 Endurance
1x Eleptoclypse | Cost: 15 | -5 Endurance;-5 Advance; -30 Endurance
The last couple of offensive cards are found in the latter part of the game. You can more openly mix and match now depending on how the rest of your deck looks. Maybe your playing style wants to have more offensive cards than 8 at a time - replace one or two (not too many!) advance cards then. As your initial advance rises with your level, they are now more expendable.
Shift Advance Cards
As you enter mid-game at around level 5, you will be going to use cards that add to your advance while lowering your opponent's. The reason for not using these cards before then is because of their high advance cost - there is no reason for using them if you already sacrificed several rounds.
At level 5 upwards, these cards can replace 3-4 of the weakest of your 11-12 offensive cards, as denying your opponent advance can prove to be just as effective.
4x Shift Advance | Cost: 5A | +2 Advance; -1 Endurance; -2 Advance
4x Shield The Dead | Cost: 5A | +3 Advance; -1 Endurance; -2 Advance (Replaces Shift Advance)
4x Cause Disadvantage | Cost: 8A | +4 Advance; -1 Endurance, -4 Advance (Replaces Shift Advance & Shield The Dead)
Again, ignore the meagre cost of -1 Endurance to play these cards. At level 8, start replacing Shift Advance with Cause Disadvantage, but do not replace all of them at once. Your opponent will more often than not play her first card to lower your advance at each game now, so you must be prepared to play cheaper cards or become completely stuck.
My final deck (at level 10):
3x Coming Through
1x Eleptoclypse (If you haven't found: Replace with 1x Coming Through/Tickle Armageddon/Roles Reversed)
4x Cause Disadvantage
4x Invisible Fingers
2x Born Again
3x Tickle Armageddon
3x Roles Reversed
My final deck strategy:
Since you are now able to fight for several rounds, focus on taking down your opponent's Advance. Remember that nearly all opponents at these levels have Roles Reversed, so never go crazy before you have at least one or two of your own to counter it. As a rule of thumb, opponents will use Roles Reversed when the difference between you and her Advance is greater than 5 in your favour.
If you don't draw any RR, try to carefully wear her Advance down to 7 with offensive cards, after which you can throw in Cause Disadvantage and force it down to 3. This is tricky as if your Advance becomes too great, she will use RR and you will not be able to play much unless you have Coming Through.
Once her Advance is below 4, keep it that way by relentlessly attacking and possibly using more Cause Disadvantages. The only cards your opponent will be able to play is Blood is Life, which will barely scratch you, and passive healing cards. Her only way out is to use Coming Through, but each time that happens, you can counter with Cause Disadvantage.
Regardless of the cards drawn, you will always emerge victorious with this strategy. If you cannot keep your opponent's advantage below 4, just keep it below 8 or 10 at worst (10 or above is dangerous for you). Thanks to Born Again, you will outlive your opponent in a longer match.
Final Tips
Some useful tips I may not have included in the rest of the guide. My apologies if Ilohnoh already addressed these in the introductionary wall of text.
Some of these tips may give you the final edge in an almost even match.
- When finishing off your opponent, play the least damaging cards first if you can finish in the same number of rounds. Example: Opponent has 20 Endurance left, and you have Tickle Frenzy (-5E) and Tickle Armageddon (-15E) in your hand. Use Frenzy before Armageddon. If your opponent had a healing card, she might not use it - if you had played Armageddon first, she would 100% have healed herself. If that card had by chance been Born Again, you'd suddenly lose alot of advantage.
- When you're low on Endurance, pay extra attention to your card costs. Some of the cards cost -1 or -2 Endurance to play - negligble, but not when you're few points from winning or losing. If you're playing against an opponent with Busy Pussy Tickling, for example, you would want to keep your Endurance at 9 or above to avoid being knocked out in the next round. If you play a card that puts your Endurance to below 9 in this case, you're basically handing your opponent victory.
In the same way, avoid bringing out the tough cards when delivering the finishing blow (overkill) if a less damaging card could do the job. I accidentally used Eleptoclypse once to finish off my opponent with style - forgetting that the -5E knockback put me down as well. (Fortunately, I won the playoff lol)
- If you're having trouble against a particular opponent, try to learn which cards she has and how much they cost. During the fight, keep her advance down just enough so that she cannot play the most devastating ones. Many of the end-game opponents have the same main cards, so you can utilize similar strategies on all of them.
As you probably noticed, I ignored alot of the cards in the game. Now, why didn't I use them?
Individual Card Analysis
Listed in order of the game
#1 Focus
Cost: 0A
+1 Advance
My Rating: 3/5
One of your five starters. Becomes obsolete once you reach Sacrifice for Opportunities.
#2 Recover
Cost: 0A
-1 Advance; +5 Endurance
+1 Advance; +1 Endurance
- If playing this card while having 0 Advance, you will not lose Advance
My Rating: 0/5
One of your five starters and quite possibly the worst card in the game. Healing you for +5 Endurance is just fine at early-game, but at the cost of 1 Advance, this is suicide. During this phase of the game, your only Advance card is Focus, meaning that regaining that 1 Advance alone will cost you a round. Playing this card will effectively cost you 2 rounds and hand your opponent a free +1 Advance which is pretty much GG.
#3 Quick Tickling
Cost: 1A
-2 Endurance
Renders Attack Armpits obsolete
My Rating: 3/5
One of your five starters and your most effective early tickling card. Becomes obsolete as you reach level 2-3.
#4 Exposed Advantage
Cost: 1A
-1 Endurance
-4 Endurance
My Rating: 3/5
One of your five starters and your most damaging early tickling card. Becomes obsolete as you achieve better cards (starting with Tickle Frenzy).
#5 Shift Advance
Cost: 5A
+2 Advance, -1 Endurance
-2 Advance
My Rating: 3/5
Its somewhat funny that you can get this card so early as it is not useful until level 5 at least. Get some copies if your opponents have nothing better to offer and save them for later. Becomes obsolete in end-game when you can afford Cause Disadvantage.
#6 Attack Sides
Cost: 3A
-3 Advance
My Rating: 2/5
Better than Attack Armpits only because Quick Tickling renders it obsolete and you need some filler cards. However, because of its poor efficiency, do not use it before you're level 3 and can initiate with it. Exposed Advantage only costs 2A to play while giving the same amount in your favour (+3).
#7 Attack Armpits
Cost: 2A
-2 Advance
My Rating: 1/5
One of your five starters and already rendered obsolete by Quick Tickling which does the exactly same thing for 1A less. Used only as a filler card and should be replaced as soon as it is efficiently possible.
#8 Tickle Frenzy
Cost: 3A
-2 Endurance
-1 Advance; -5 Endurance
My Rating: 4/5
The first great early card you'll find. Perfectly applicable from level 3, this card wears your opponent down as much as all the offensive cards up till now (with a favour of +3) AND takes down her Advance by 1, which means alot in the early fights. Can replace any of your current offensive cards.
#9 Irresistible Tickling
Cost: 4A
+1 Advance
-2 Advance
My Rating: 3/5
Now that I think about it, this card could possibly come before Shift Advantage so that you can effectively wear down your opponent starting from level 4. The main reason I did not use it in my deck is that by the time you get it, you'll already be well on your way to mid-game, where you're going to like the extra +1 that Shift Advantage gives.
#10 Replanning
Cost: 3A
+2 Advance; -1 Endurance
+1 Advance
My Rating: 1/5
Effectively, this card is not very good as you're wasting your round with giving your opponent free Advance. Since the Advance bonus is only +1 in your favour, I could argument that even Focus is better than this card. You shouldn't use it.
#11 Sacrifice for Opportunites
Cost: 0A
+2 Advance; -2 Endurance
My Rating: 4/5
Your second basic Advance card. Replace Focus with this ASAP and ignore the small Endurance cost which will have no effect on your gameplay.
#12 Burn the Bridges
Cost: 2A
-ALL Advance; +2 Endurance
-ALL Advance;
My Rating: 2/5
Using your round for this can be a strategy, but you should only play this card when your opponent has far too much Advance and you might lose for sure if you don't force a reset. The risk is that no matter when you use this card, you're screwed if you don't get a basic Advance card before your opponent. Conclusion: This card is ok as a filler until you get Roles Reversed, but it doesn't really justify taking up room in your deck if you have better cards to add.
#13 Sticky Business
Cost: 5A
-2 Advance; -2 Endurance
-4 Advance; -5 Endurance
My Rating: 2/5
This card costs the same to play as Shift Advance, but only puts you +2/+3 ahead compared to your opponent. You should only use this if you are in a desperate need of severely reducing your opponents Advance at a cheap cost. Eventually, Cause Disadvantage is as effective, although costlier.
#14 Building Strategy
Cost: 4A
+3 Advance
+2 Advance
My Rating: 1/5
About as worthless as Replanning, this card will leave you a meagre +1 Advance above your opponent and as such is not more effective than Focus. Do not use it.
#15 Bring on the Fun
Cost: 4A
+3 Advance; -2 Endurance
My Rating: 2/5
Nothing wrong with this card, except that it enters the game far too late. You will already be using Shift Advantage, which is a notch better. This card has much in common with Irresistible Tickling, but actually has a lower +3/-2 in your favour despite the fact that you see it much later.
#16 Dirty Tricks
Cost: 5A
+3 Advance
-1 Advance
- Thanks to Ilohnoh for posting picture
My Rating: 3/5
Basically a variation of Shift Advance, weighing Advance gain over opponent's loss. However, you'll most likely have tons of Shift Advance by the time you find this card, so even if you prefer this one, there might be other cards to use your time on.
#17 Tickle Torture
Cost: 6A
-1 Endurance
-1 Advance; -6 Endurance
My Rating: 4/5
An effective mid-game card that goes well with Tickle Frenzy. You wouldn't want to replace too many cards with this in the beginning, as it costs double as much Advance, but eventually it will become your new primary offensive card. Its still worth it, as it gives +2 more in your favour for 3A extra.
#18 Nipple Tickling
Cost: 4A
-1 Advance; -2 Endurance
My Rating: 0/5
Apart from the nice illustration on this card, there is not really much positive to say. Basically, you pay 4A for -1 Advance, while other 4A cards such as Irresistible Tickling and Bring on the Fun gives so much more. Therefore, this card is useless.
#19 Coming Through
Cost: 0A
+4 Advance; -2 Endurance
My Rating: 5/5
Your third and last basic Advance card. Get 4 of these and replace Sacrifice for Opportunities ASAP. Get some extra copies, since this card seems to be the favourite stake target of the AI opponents.
#20 Tricks of the Trade
Cost: 8A
-7 Endurance
My Rating: 1/5
The saddest thing, of course, is that this card is less efficient than Attack Armpits and Attack Sides, meaning that you'd have to be level 8 in order to justify having this in your deck. However, already during level 5 fights, the last tier of effective offensive cards show up, so this is unfortunately completely worthless.
#21 Cause Disadvantage
Cost: 8A
+4 Advance; -1 Endurance
-4 Advance
My Rating: 4/5
The successor to Shift Advance and applicable from level 8 upwards. Do not replace all your Shift Advances too early as you may need to use them when your opponent initiates with Advance-lowering cards.
#22 Feet Teasing
Cost: 6A
-1 Advance; -6 Endurance
Renders Tickle Torture obsolete
My Rating: 4/5
Beats Tickle Torture by not giving yourself -1E, but if that's enough for you to bother replacing all your TTs, that's up to yourself. There are other good cards to get at this point of the game, too.
#23 Blowing off Steam
Cost: 1A
-1 Advance; +10 Endurance
My Rating: 3/5
Although I never used this card, I must admit that it was sometimes quite annoying to face it. Recovering +10 Endurance gives you on average one round to recover, as the most damaging card at this time is Busy Pussy Tickling. However, if the opponent responds aggresively, you'll have sacrificed 1 Advance for almost nothing. If you have the patience to get 4 copies of this card, it could prove useful.
#24 Tickle Licking
Cost: 3A
+1 Endurance
-5 Endurance
My Rating: 3/5
Having this card as a backup in your deck can be handy if your Advance drops very very low for some unfortunate reason. It is like Tickle Torture/Feet Teasing without the -1A to your opponent, but at half the price. However, if you need a cheap backup card, also consider Tickle Frenzy, which does the -1A to your opponent but hurts you -2E.
#25 Tickle Armageddon
Cost: 10A
-2 Endurance
-2 Advance; -15 Endurance
Renders Tickling Bones obsolete
My Rating: 4/5
Deadly in late-game, where you can slowly wear your opponent down while taking his Advance at the same time. By the time you get this card, you should save it for a few levels, as 10 Advance is harder to reach than you'd think which your opponent always attacking you first. The second-strongest card in the game and a core item in your final deck.
#26 Sweat Sweat
Cost: 0A
+1 Advance; -5 Endurance
-1 Advance; -5 Endurance
- Thanks to Ilohnoh for posting picture
My Rating: 1/5
Ignoring the double Endurance loss, this card is like a miniature version of Shift Advance. However, by this time in the game you will have much better cards to both increase your own Advance and decreasing your opponent's while keeping Endurance in your favour. The only bonus of this card is that it is free to play, so it might keep you through a level or two until you can replace it with Shift Advance.
#27 Busy Pussy Tickling
Cost: 4A
-8 Endurance
Renders Tricks of the Trade obsolete
My Rating: 5/5
The most efficient card in the game (along with Eleptoclypse). Costs 4A to play, causes -8E to your opponent - devastating when you encounter it for the first time and are still playing around with your 6A/-6E cards. This is a must-have as soon as you get the opportunity to win it.
#28 Tentacle Tickle Terror
Cost: 6A
-10 Endurance
Renders Tricks of the Trade obsolete
My Rating: 4/5
Less efficient than Busy Pussy Tickling, but as you secure your Advance in the 6+, you can start replacing with these.
#29 Roles Reversed
Cost: 4A
Exchanges you and your opponent's Advance
My Rating: 5/5
An excellent card for use in the late-game, mainly to counter your opponent's Roles Reversed cards as they become an increasing pain. Try to not use these unless your Advance drops below 8 (and your opponent's is above 9) and always keep at least one copy in your hand for immediate countering when your opponent plays his.
#30 Eleptoclypse (Chest only)
Cost: 15A
+5 Advance; -5 Endurance
-5 Advance; -30 Endurance
My Rating: 4/5
The unique nemesis card of the game, one of the costliest to play and by far the most devastating. Having it in your deck will surely boost its strength, although not having it is not a catastrophe, either. One of the main things to remember about Eleptoclypse (the card) is that it is not a table-turner. You need 15 Advance to play it - if you ever get 15 Advance during a match, you already have much of an upper hand. It is simply the card that cements your position and your victory.
#31 Born Again
Cost: 10A
-5 Advance; MAX Endurance
+1 Endurance
My Rating: 4/5
The greatest of the cards to keep you alive, Born Again ensures that you will outlive your opponent if the match goes beyond schedule. When playing this card, make sure that your Advance is at least 13 or you have Coming Through in your hand to make up for the loss. Of course, you should play it regardless if you're really in danger. Always check your opponent's Advance before using Born Again - if you could survive another round before playing it, do that.
#32 Blood is Life
Cost: 2A
+3 Endurance
-3 Endurance
My Rating: 2/5
A cheap backup card giving you the same favour as Tickle Licking, but much worse as it might be cheaper (2A instead of 3A) but you will have so much Advance at this part of the game that any backup cards are useless to you.
#33 Shield the Dead (Chest only)
Cost: 2A
+3 Advance; -1 Endurance
-2 Advance
Renders Shift Advance obsolete
My Rating: 3/5
When/If you find this chest, replace all your Shift Advances with this card. However, by the time you find this card, you will almost be ready to use Cause Disadvantage anyway.
#34 Meal of the Dead
Cost: 8A
-3 Advance; +5 Endurance; +5 MAX Endurance
- +5 MAX Endurance takes effect before the +5 Endurance
My Rating: 1/5
It costs 8A to play, takes 3 Advance away, and heals you for 5E. You do the math. The +5 to your maximum Endurance doesn't help much either, unless you combine it with other healing cards, but even if you did exploit that extra +5E, Blowing off Steam beats it. AND its 7A cheaper.
#35 Mummy Wraps
Cost: 7A
-5 Advance; +2 Endurance
- Thanks to Ilohnoh for posting picture
My Rating: 3/5
Mainly used to decrease your opponent's Advance, this is the only card apart from Eleptoclypse (and Burn the Bridges) that takes away as much as 5A from your opponent. However, you will for sure be using Cause Disadvantage at this point of the game, which costs only 1A extra and gives yourself extra Advance too. If you are more bound on quickly putting your opponent out, this may give you a small edge, but I recommend Cause Disadvantage.
#36 Playing Open Card (Chest only)
Cost: 0A
+20 Advance
+20 Advance
My Rating: 2/5
This card is more gambling fun and doesn't really come with any more strategy than Burn the Bridges. However, it can be used as a emergency super-Advance boost if your opponent is dominating you anyway and you don't care if he gets more Advance than he already has. If you're lucky, you may be in time to heal yourself and survive for a little longer. However, using this card will always give your opponent the upper hand - since you're handing him a free round and he can play anything he likes.
#37 Tickling Bones
Cost: 10A
-2 Endurance
-12 Endurance
- Thanks to Ilohnoh for posting picture
My Rating: 1/5
This card is rendered obsolete before you even see it for the first time. Tickle Armageddon deals -2A/-15E to opponent for exactly same cost and penalty, and later on, Invisible Fingers will do -12E without penalty for 2A less. There is absolutely no reason for using this card.
#38 Cause Fear
Cost: 6A
+4 Advance
-2 Advance
My Rating: 2/5
Somewhere in between Shift Advance, Shield the Dead and Cause Disadvantage - but with one major disadvantage: its one of the final cards in the game, so you'll be using Cause Disadvantage at this point.
#39 Dance of the Dead (Chest only)
Cost: 11A
+1 Advance
-12 Endurance
My Rating: 1/5
Tickle Armageddon beats this card in almost every necessary way. Compare for yourself.
#40 Invisible Fingers
Cost: 8A
-12 Endurance
My Rating: 4/5
Renders Tricks of the Trade obsolete
Renders Tickling Bones obsolete
Your final offensive card to replace Tentacle Tickle Terror (which is, by now, your weakest card) and complement Tickle Armageddon in your final deck.
#41 Cheating Fate
Cost: 10A
Your opponent's Advance and Endurance becomes equal to yours
My Rating: 2/5
The purpose of this card is supposedly to even the tables in a match going bad, but it is too costly to serve that purpose well. The cost of 10A ensures that after using this card, your opponent has at least 10A too, enabling her to deal you a devastating blow as you would probably not use this card in the first place if you had plenty of Endurance. The only time where you would use this card is if you have reasonably low hp and your opponent has reasonably high hp and you can quickly heal after countering her next blow. However, there are better cards to use if you already have 10 Advance.
#42 Escape! (Chest only)
Cost: 5A (Patch 1.0+1.1: 15A)
Escapes the fight
My Rating: 3/5 (Patch 1.0+1.1: 0/5)
Patch 1.2: With the new patch, the card can now be used for escaping most fights as soon as you draw it, making it a great way to survive and protect your cards for a little longer as well as escaping those repetetive ambushes from low-leveled opponents. Unfortunately, I believe it is still located at the end of the game, so you won't get too use it too much.
(Patch 1.0+1.1): The game's only option to escape a fight is ironically found in a well-hidden chest at the very last floors. If that wasn't bad enough, there is only one copy of the card, and it costs 15 Advance to play. I don't know, but it feels like a big bad joke to me.
The point of escaping is either: To avoid the fight in the first place OR to get out of a tight situation. As you have to draw this card first, you cannot escape immediately, and even if you draw it, it costs 15A to play. Seriously. 15 Advance. You'd have the lousiest deck in the world if you cannot WIN by the time you reach 15 Advance. Ok, so maybe combine this with Playing Open Card and make a crazy escape, but you've already gone through like 2-3 playing rounds at least.
Finally, you find this card so late in the game that you will probably not put it to use a single time. Plus it takes up space in your deck if you add it in.
Patch suggestions (@ Ilohnoh):
- Game crashes when defeating lvl 10 Ghostgirl with "c104.ipc" missing in the data folder. This particular file does not come with the installer, so that may be the reason that you don't experience the error yourself. You should put the missing file up for download.
- Based on the comments I did for card #42, consider adding a proper escape mechanism so that you have a option to at least attempt to escape certain fights before they begin/during play. You could add %-chances of escape based on your level compared to opponent's level or the number of times you attempted escape as well as automatically passing a round to your opponent if the escape fails or just anything but that strange card. =p
Well, that concludes it ^^ I hope some people will put this to use, it took 4 full hours to write. X_X Thanks again for the great game and hope to see more from you in the future :wub