The theme of this week's Splinterlands Community Engagement Challenge will be Ruleset Revelation. The goal of this topic is to address situations in which a player's usual strategy has had to be changed due to a game rule. However, since the rulesets are available to both players, this doesn't necessarily change the chosen strategy. The choice is made after the rules appear, with information about mana and available elements being disclosed. Therefore, the true objective is to share the ideas, strategies, and tips players have for specific types of rules.
So, we'll cover two interesting rulesets that appeared in Brawl matches this week and another from a previous Brawl where the rules offer some interesting strategies to share. The first will be Closed Range, while the second will be Units Lose All Abilities, but first, let's talk a little about the importance and impact of rulesets in Splinterlands. Come learn a little more about this crucial detail that makes Splinterlands unique! #splinterlands #play2earn
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[ENGLISH VERSION]
Rulesets & Splinterlands
Splinterlands is a strategy game with NFT cards that aims to be fast-paced, with each game lasting only a few minutes. Its main distinguishing feature as a card game lies not only in its speed, but also in the features that make each game unique: the rulesets, the amount of mana, and the available elements. This combination makes each match unique, reinforcing the need for specific strategies for each situation and a greater variety of cards for each situation.
An interesting detail is that the higher the league you're battling in, the more rulesets you'll encounter. In the case of GOLD+ and Brawls, there's a 75% chance of three modifiers, and a 15% chance of two modifiers. The more rules, the greater the difficulty and complexity of the battle and choices.
Ruleset: Closed Range
The first ruleset chosen for this Splinterlands Community Engagement Challenge event is Closed Range. This rule allows ranged units that normally couldn't attack in first position to now do so. So the strategy is to use this change to your advantage, choosing units with ranged attacks, since they won't have the usual disadvantage. It's worth mentioning that in addition to the rule mentioned above, there's also the rule that prevents the summoning of melee monsters, which in practice forces you to choose monsters without attacks, mages, or archers. In this case, Ulundin, with its high HP, is a great option.
In this specific battle, the card that would make the best use in this situation is the gladiator Edith Emberstar, which has 5 ranged attack, 7 HP, and Bloodlust. In a normal Brawl situation, other Water cards would be preferred, but because of Closed Range, Edith ends up being one of the best possible options. In addition to bloodlust, at level 3 the card gains a cleanse useful in other rules, such as poison, and also an ability that increases the HP of all units by +1.
Ruleset: Back to Basics - Units Lose all abilities
This other battle features the Back to Basics ruleset, which causes all units to lose their abilities based solely on their stats. In this situation, I like to use units with magical attacks, but since the Wands Out rule was in place, everyone ended up having to use only magical units. Furthermore, card positioning is very important in this scenario; those with the most HP usually need to be at the front because they can tank a greater number of opponent hits, giving the others more time to attack.
In this case, the card chosen to occupy the first position was the Helheim Demon, which has 8 HP and 2 shields, an interesting amount for a tank. In the second position came the cards with 4 HP, and so on until reaching the Ujurak Elder, which only has 1 HP.





