This week's Splinterlands Community Engagement Challenge has a very interesting theme, as it addresses rulesets. In Splinterlands, each battle is unique because it has a specific mana pool, available elements, an opponent with specific strategies, and, of course, a combination of rules. Rules, or rulesets, are specific rules applied to battles that can limit the cards that can be used, grant abilities to units, or even debuff entire teams.
This week's theme is Ruleset Riddles, in which players will choose a ruleset and discuss the strategies they use to master their team for when that rule appears. By sharing the cards used and the mindset used to master that rule, other players will learn and increase their winrate. Since matches often feature more than one rule, I chose to discuss the three rulesets I encountered in a recent match. First, we'll give an overview of the match, including the available mana and elements. Then, we'll discuss the Little League and Thick Skinned rules, as well as the strategies used. Come learn a little more about Splinterlands!
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[ENGLISH VERSION]
Game Overview & Strategies
Starting with the game overview, let's understand the general context in which the two rulesets appeared. In this ranked match, we had a medium-to-low mana pool, since with 28 mana, you can use one or two high-mana cards. Furthermore, of the six elements available in Splinterlands, two of them were unavailable, leaving the choices to be between fire, water, life, or dragon.
Tricky Ruleset #1: Little League
The first rule to be analyzed is Little League, especially since it didn't have a huge impact on this match. Since the mana limit was 28 and Little League limited unit and summoner cards to a maximum of 4, since we have 6 units and 1 archon, that is, 7 cards on the team, then 7 x 4 (max) gives the 28 mana limit. However, we have some interesting tips for this rule: aim for an attack of at least 2 damage because the opponent may have a defensive ability that nullifies the attack, and focus on the tank so that he has a good amount of HP.
Tricky Ruleset #2: Thick Skinned
The second rule, if I'm not mistaken, is a new ruleset that recently arrived in the game. Thick Skinned grants all units the shield ability, which reduces melee and ranged damage (i.e., physical damage) by half. Along with Little League, this ability can reduce or even negate most melee attacks, as they generally deal 1 damage.
In this match, the opponent made a very poor decision: selecting too many units with physical attacks. The tank Chaos Rear Guard and the sub-tank Xenith Monk only have 1 melee damage, which is essentially nullified by the Shield's ability. Furthermore, the other attackers he has are ranged, and except for the Angelic Mandarin, who won't deal damage either, the others will only have 1 damage.
Tricky Ruleset #3: Aimless
The last rule was Aimless, which could be very helpful in cases where the opponent had a tank with a defensive ability, but since everyone received the shield, it doesn't have much impact, as this ability will cause the ranged and magical attacks to be Random, but since everyone has defense, the damage will be greatly reduced. In a normal scenario where only Aimless impacts the game, it's important for most units to have a good amount of HP, so they can survive at least one attack and be able to attack.
In this specific case, where there's a defense against a specific type of attack, it's best to choose units with magic attacks, as they won't be nerfed by the shield and will deal full damage. Furthermore, because Little League limits cards to 4 mana, they'll generally have low HP, which will quickly defeat opponents with magical attacks. This was precisely my strategy when choosing Shock Trooper, Musa Saline, and Ujurak Elder as DPS.






