Info about 3 Minute Heroes:

Official game description:
  
3 Minute Heroes is a real-time strategy game that combines tower defense, deck building, and rogue-like genres. Stop waves of vicious monsters by placing units on the field and using proper cards. Keep your home safe for 3 minutes!  
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Features
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**20 Heroes**: Each hero has its own skill and cards. Pick two other heroes and secure your home. Playing style changes according to the combination of heroes. Make your heroes cooler by combining triple hero cards! View each hero's specialty in the Warrior’s Training Journal.  
**400+ Cards**: Intuitive, unique cards. You do not have to know every card, since cards that appear in a single game are restricted to selected heroes. There are also special cards that only appear in hard mode (The Great Invasion)! It is a great experience for both beginners and skilled players.  
**12 Rounds**: Every round takes 3 minutes. There are dozens of monsters and bosses from 6 different factions: slimes, goblins, ghosts, golems, demons, and dragons. Monsters and bosses have a variety of different patterns. At the end of each round, you can choose one of the three rewards to upgrade your deck.  
Keywords
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**20 Keywords**: With “Remodel a card,” you can add keywords to your cards to make them more powerful. You can add the keyword “Combo” to repeat the number of times a card was played this round, or add the keyword “Guardian” to make the targets of this card Invincible! Check out more keywords in “3 Minute Hero.”
Loot System
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**20 Loots**: Enemies drop different loot depending on the chosen heroes. Click on them to activate their effects. Through “Adjust loots,” you can add new loot or increase the drop rate of existing ones.
Quest
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**20 Conditions, 60 Rewards**: For each round, AI tracks the player's top 3 actions. If your deck has a strong magic card for killing a lot of enemies, choose “When you kill enemies with magic damage.” Whenever conditions are met, various reward effects are automatically triggered.  
**Arena** : Arena is an auto-battler mode where you can fight other players.  
It's asynchronous and based on the system of 3 Minute Heroes, so it's easy to start.  
Combine over 50 synergies, over 100 arena quest effects to reach the highest rank!  
**10 Extreme Stages**: Challenge the stages with 5 altars. Each Altar appears randomly and works for 30 seconds. All heroes may be stunned, or enemies may appear at the triple rate, both of which last for 30 seconds.  
As the stage level goes up, the altars are stacked up, so a total of 50 altars are added in the end. Watch out for stage 10!  
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And More...
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**  
**Saga of heroes**: You can view the stories of heroes when conditions are met, such as unlocking all the heroes or clearing the 5th stage of the Great Invasion. The saga of heroes will be added continuously.  
**Upgrade**: Clear rounds to get clover and use it to upgrade your hero. Continue challenging with more powerful heroes!

Release date: Nov 17, 2021

Categories: Tower Defense, Deckbuilding, Roguelike, Hero Management, Auto-battler, Real-time Strategy

Feature scans:
- Proton/Linux: score 8; verdict: Works Well; summary: The available evidence is positive for SteamOS and Steam Deck compatibility. The game reportedly runs successfully, default controls provide access to functionality, interface text is legible, and default graphics settings perform appropriately. The official Playable rating is a caveat but not evidence of Linux or Proton failure, and the remaining comment concerns short-session convenience rather than compatibility. No Linux-specific launch, stability, anti-cheat, DRM, or performance blockers are reported.
- Steam Deck: score 20; verdict: Seamless with Minor Input-Prompt Caveat; summary: The Steam Deck reports indicate a functioning native SteamOS build with default controller support, legible interface text, and appropriate default graphics. The main caveat is minor: some prompts may show mouse, keyboard, or non-Steam Deck controller icons, which explains an official Playable rather than Verified rating. No Proton toggling, external launcher, crash, anti-cheat, or unreadable-UI issue is reported.

- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: 8.5h
  - Story completion: N/A
  - Session length: 0.6h
  - Endgame: N/A
  - Reasoning: The first quote directly supports full game completion at roughly 8.5 hours for all 12 floors, though the reviewer notes AFK inflation. The second quote defines one complete run as 12 rounds of 3 minutes, giving a natural session/run length of about 0.6 hours; the third quote confirms the short 3-minute round structure. There is no story completion evidence and no specific post-completion/endgame hour figure, so storyCompletion and endgame are null.
- Time-to-fun:
  - Summary: Players describe an early learning hump, especially with a thin tutorial and repetitive deck system, after which enjoyment clicks once they understand the strategic approach. Some players still find it easy and repetitive rather than fun.
  - Stance: Clicks after
  - Anchor: Understanding how to approach the game
  - Time to anchor: N/A
  - Friction: Insufficient tutorial; Repetitive gameplay; Boring deck system; Easy difficulty
  - Unlock drivers: Understanding how to approach the game
  - Conditions: Player understands the strategic approach; Player enjoys experimenting with combinations; Player tolerates repetition; Player does not mind easy difficulty
- Player Archetypes:
  - Class-Combo Deck Tinkerer (buy)
    - Motivation: Discovering new character, class, and card synergies through experimentation.
    - Playstyle: Experiments with lead and secondary class combinations, drafts cards to fit the chosen build, and tries newly unlocked characters.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Cute Casual Strategy Dabbler (sale)
    - Motivation: Light strategic fun, cute characters, and novelty.
    - Playstyle: Plays casually in shorter sessions and favors simple but strategic battles over hardcore optimization.
    - Experience: newcomer
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: Plants vs. Zombies
  - Hardcore Deckbuilder Difficulty Skeptic (no buy)
    - Motivation: Finding challenging, deep deckbuilder runs with meaningful strategic pressure.
    - Playstyle: Compares systems against Slay the Spire, pushes for difficulty, and is wary of progression grind.
    - Experience: veteran
    - Purchase stance: no buy
    - Labels: hardcore Slay the Spire/STS players
    - Reference games: Slay the Spire


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Hero combinations and variety (weight 0.74): Choosing a main and support hero with different combinations leads to diverse gameplay and high replayability. Clusters 5, 11, 22, 46, 51, and many others discuss this.
- Cute characters and monsters (weight 0.49): The cute and colorful character designs, including monsters like slimes, are frequently praised. Clusters 4, 9, 13, 32, and others highlight this.
- Strategic depth and synergies (weight 0.49): Players enjoy discovering synergies between heroes, cards, and loot, which adds strategic depth. Clusters 24, 34, 63, 67, 71, and others mention this.
- Fun and addictive (weight 0.43): Many players find the game fun, addictive, and worth playing. Cluster 1 and Cluster 8 highlight the game's fun and addictive nature.
- Roguelike with high replayability (weight 0.38): The roguelike elements, including random rewards and permadeath, contribute to high replayability. Clusters 12, 66, 74, 109, 114, and 179 highlight this.
- Lively art, sound, and animations (weight 0.36): The art style, sound effects, and animations are lively and enhance the experience. Clusters 50, 54, 105, 141, 160, 164, and 174 mention these aspects.
- Tower defense and deck building mix (weight 0.34): The combination of tower defense and deck building is well-received, offering varied and engaging gameplay. Clusters 2, 23, and 24 emphasize this mix.
- Short 3-minute rounds (weight 0.34): The 3-minute round duration is praised for being perfect for quick sessions and keeping the game engaging. Clusters 3, 25, 35, and many others mention this.
- Specific hero recommendations (weight 0.33): Players discuss strong heroes like Farmer, Warrior, and Vampire, and recommend combinations. Clusters 39, 40, 41, 133, 134, 152, and 153 cover this.
- Easy to learn, hard to master (weight 0.33): The game has a low learning curve but offers depth and challenge for those who invest time. Clusters 6, 42, 43, 91, and 145 mention this balance.
- Hard difficulty despite cute look (weight 0.29): The game appears cute but offers a challenging experience, especially in higher difficulties. Clusters 15, 20, 123, and 154 discuss this contrast.
- Great value for price (weight 0.28): The game is considered worth its price, especially when discounted. Clusters 44, 97, 98, 101, and 161 reflect this.
- Fresh take on card defense (weight 0.28): The game offers a novel combination of card and defense mechanics. Clusters 104, 126, 129, 136, and 183 mention this freshness.
- Polished and well-made (weight 0.24): Players appreciate the overall polish and quality of the game. Clusters 7, 99, and 173 reflect this sentiment.
- Progression and upgrades (weight 0.24): Between battles, players can upgrade heroes and influence loot, adding a progression system. Clusters 28, 29, 30, and 47 cover this.
- Varied enemies and bosses (weight 0.24): Different enemy factions and boss fights keep encounters varied and challenging. Clusters 26, 27, 116, and 149 highlight this.
- Good for casual play (weight 0.23): The game is suitable for casual players due to its simplicity and short rounds. Clusters 88, 102, 150, and 188 mention this.
- Additional modes add variety (weight 0.14): Extra modes like Arena and random mode provide more content and replayability. Clusters 31 and 48 mention these.
- Hero merging mechanic (weight 0.13): The ability to merge heroes to create stronger ones is a unique and fun mechanic. Clusters 107 and 130 highlight this.

Common complaints:
- Poor game balance (weight 0.65): Balance is frequently criticized as a mess, with character and hero balance varying greatly and some classes being far weaker than others.
- Lack of depth and replayability (weight 0.45): The game feels shallow with a simple story, repetitive gameplay, and little replay value after a few hours.
- UI/UX needs improvement (weight 0.44): The interface is disliked and inconvenient, with unreasonable element placement, overlapping information, and unrefined UX.
- Mechanics are unclear (weight 0.39): It is unclear what heroes, skills, cards, and game functions mean, and how to obtain new hero cards or upgrade gems.
- Inadequate tutorial (weight 0.36): The tutorial is unclear and lacks detail, forcing players to learn through trial and error or multiple playthroughs.
- Repetitive gameplay (weight 0.33): The game is extremely repetitive with monotonous enemy waves, few monster types, and predictable objectives.
- Poor translation quality (weight 0.32): Translations, especially Chinese and German, are machine-translated with errors and strange idioms, making card effects hard to understand.
- Numerous small bugs (weight 0.31): Small bugs are numerous, including mouse moving on its own, game crashing while blocking, and buff tooltips not appearing.
- Game is too easy (weight 0.27): Several players find the game easy overall, which may reduce challenge and engagement.
- Poor graphics and sound (weight 0.25): Graphics are not well-liked, and sound lacks variety with only a handful of tracks and no voice acting.
- Cannot play cards while paused (weight 0.24): Players cannot place or queue cards during pause, which is inconvenient and disrupts strategic planning.
- No cloud save support (weight 0.22): The game lacks cloud save functionality, leading to lost progress when switching computers.
- Cluttered screen later (weight 0.22): Later encounters fill the screen with enemies, effects, and cards, making it hard to understand and causing item loss.
- Turrets are too weak (weight 0.22): Turrets are not hero units, cannot be upgraded (except inventor's), and their attack and defense are basically useless.
- Constant internet connection required (weight 0.22): The game requires a constant internet connection, causing server issues and preventing saves in a single-player game.
- Daily challenges are broken (weight 0.21): Daily quests often cannot connect or are hard to complete, and the top-right quest may not update.
- Hero synergy is lacking (weight 0.19): Many heroes exist but few useful combinations, and combination effects are not obvious, reducing strategic variety.
- Bosses that prevent card play (weight 0.18): Certain bosses can freeze the player or disable card use, which is considered terrible design in a card-based game.
- Game feels unfinished (weight 0.17): Over two years after release, the game still feels unfinished with little improvement and suspicion of being abandoned in early access.

Gameplay feedback:
- Three-minute rounds, 12-stage runs (weight 0.56): Each round lasts about 3 minutes with increasing difficulty, and a full run consists of 12 stages or rounds.
- Deckbuilding core mechanic (weight 0.39): Players frequently mention the game uses a deck system with deckbuilding elements, where cards are central to gameplay.
- Roguelike deckbuilding tower defense (weight 0.34): The game is described as a roguelike deckbuilding defense game, blending roguelike progression with tower defense and deckbuilding.
- Plants vs Zombies meets Slay the Spire (weight 0.33): Reviewers often compare the game to a mix of Plants vs Zombies and Slay the Spire, combining tower defense with card game mechanics.
- Main and support hero pairing (weight 0.33): Each run lets players select a main hero and a secondary/support hero, whose abilities combine to create synergies.
- Hero merging and star-up (weight 0.29): Heroes can be merged by combining three identical ones into a higher-tier hero, and can be starred up to increase power.
- Distinct class playstyles (weight 0.29): Classes such as knight, mage, thief, and farmer offer different playstyles, and the chosen lead class influences the overall approach.
- Hero combinations create synergies (weight 0.25): Pairing different heroes encourages complementary strengths and changes the game, with main and auxiliary hero combinations producing synergy effects.
- Post-round card and hero choices (weight 0.25): After each round, players can add a card to their deck, choose a new hero, upgrade cards, or increase loot chance, with heroes determining starting deck and reward suggestions.
- Distinct hero abilities and skills (weight 0.2): Heroes have unique active and passive abilities, multiple skills, and combinations that affect gameplay.
- Varied hero and playstyle combinations (weight 0.14): The game offers many unlockable heroes with different playstyles, leading to varied combinations and approaches.
- Tower defense with random growth (weight 0.14): The game includes tower defense elements with random elements and growth mechanics, appealing to fans of the genre.
- Hard mode available (weight 0.12): A hard difficulty mode is present for players seeking a greater challenge.

Performance notes:
- Crashes and stability issues (weight 0.2): The game crashes, including on PCs that exceed recommended specifications. Some players also experience occasional crashes.
- Server connection prevents saves (weight 0.08): Server connection problems prevent players from accessing or saving their game progress. This blocks gameplay entirely.
- Erratic mouse input (weight 0.08): Mouse input behaves erratically and moves on its own, disrupting control. This makes gameplay frustrating.
- Pop-up windows fail to close (weight 0.07): Pop-up windows sometimes do not close, requiring workarounds. This can interrupt the experience.

Recommendations:
- Mixed or negative overall verdicts (weight 0.28): A few reviewers give negative recommendations or express caution, with one refunding the game. Reasons include similarity to other games and personal disinterest.
- Appeals to card and tower defense fans (weight 0.25): Multiple reviewers recommend the game specifically to fans of tower defense or card games, noting its blend of both genres. This is the most frequently mentioned audience recommendation.
- Good for casual short sessions (weight 0.2): Players highlight it as a fun casual experience and a good way to kill time in short bursts. This makes it suitable for relaxed play.
- Wait for a discount (weight 0.19): Some reviewers suggest buying during a seasonal sale or at a discounted price, indicating the game may not be worth full price for everyone. Price sensitivity is a recurring theme.
- Appealing to fans of cute art (weight 0.14): Several reviewers recommend the game to people who enjoy cute characters and aesthetics. The visual style is a clear draw for this audience.
- Not ideal for complete beginners (weight 0.14): Multiple reviewers caution that players new to this type of game may feel frustrated due to complexity. Beginners are advised to be prepared for a challenge.
- Try different hero duos (weight 0.13): Reviewers suggest experimenting with hero combinations and duos for a simpler experience. Finding optimal pairings is part of the appeal.
- Active updates add value (weight 0.13): Continued hero updates are a reason one reviewer recommends the game. Ongoing developer support is seen as a positive.
- Worth the price for genre fans (weight 0.08): Some reviewers consider the game worth buying for fans of the genre given its price. Value for money is highlighted.
- Limited long-term replayability (weight 0.08): A reviewer finds it good for trying out but not for long-term play compared to more replayable titles. This points to a potential lack of depth.
- Persist through early build failures (weight 0.08): A reviewer advises not giving up if early mixed builds fail, and to use the main hero while building up sub-heroes to understand the game. This suggests a learning phase.
- Good entry point for newcomers (weight 0.08): It is considered an okay entry point for players new to roguelike deckbuilding games. This makes it accessible for genre beginners.
- May not satisfy hardcore players (weight 0.08): Hardcore fans of games like Slay the Spire might not enjoy it, according to one reviewer. This indicates the game may lack depth for experienced players.
- Worth trying for novelty or interest (weight 0.08): Reviewers recommend it if interested in the concept or for its novelty. Interest in the premise is a key factor.
- Take breaks to avoid repetitiveness (weight 0.07): One player recommends taking breaks between runs to prevent the game from feeling repetitive. This implies the core loop may become stale over extended play.
- May be too frantic for some (weight 0.07): One positive review warns that the game can become too frantic for certain players. This indicates a potentially overwhelming pace.
- Faces competition from similar games (weight 0.07): One negative review cites the presence of similar games as a reason for not recommending it. This suggests the game may not stand out in a crowded genre.
- Watch the tutorial carefully (weight 0.07): One reviewer advises paying close attention to the tutorial at the start to avoid confusion. This suggests the game may have a learning curve.
- Overlook simple graphics (weight 0.07): One reviewer advises not to be put off by the graphics, as the game is worth trying. This implies the visuals may appear underwhelming but gameplay compensates.
- Avoid overpowered combo to prolong lifespan (weight 0.07): One reviewer advises against using the Mirage + Reset combo because it shortens the game's lifespan. This suggests certain strategies can reduce longevity.

Other player notes:
- Plants vs. Zombies comparison (weight 0.47): Many reviewers compare the game to Plants vs. Zombies, often describing it as a hardcore version or mixing elements of PvZ and Slay the Spire.
- Active developer updates (weight 0.33): Reviewers highlight that the developer actively supports the game with frequent updates and new content such as heroes.
- Early access status (weight 0.25): The game is in early access, with reviewers noting that updates and additional content are expected.
- Slay the Spire inspiration (weight 0.25): Several reviewers compare the game to Slay the Spire, noting similarities in deckbuilding and roguelike mechanics but also pointing out differences.
- Steam Deck compatibility (weight 0.19): The game is rated Playable on Steam Deck and runs well on SteamOS, though some prompts may show non-Steam Deck controller icons.
- Short playtime (weight 0.19): Many players stop around 10 hours, and the game is fun for about 4 hours, with beating all 12 floors taking eight or nine hours.
- DLC adds heroes and combos (weight 0.18): A DLC unlocks characters immediately and introduces new combo possibilities, with 4 DLC heroes adding to the 20 base heroes.
- Cosmetic skins available (weight 0.17): Skins exist, including a Wakta Bus skin, and an outfit shop uses real currency but does not affect gameplay.
- Daily quest connection issues (weight 0.14): Daily quests have persistent connection problems that have been reported for years, and the server may eventually shut down.
- Short-session suitability (weight 0.14): The short three-minute defensive rounds make the game well suited for portable play sessions on devices like the Steam Deck.
- Cute art and music (weight 0.13): The cute characters and BGM would suit mobile platforms, and the art style is often praised.
- Low price point (weight 0.13): The game is sold at a low price, though some reviewers feel it is overpriced relative to its quality.
- Language and information gaps (weight 0.12): There is a lack of systematic Japanese strategy information, and in-game terms may be confusing (e.g., mountain likely means graveyard, deck means draw pile).
- Unfinished after two years (weight 0.08): Despite being out for over two years, the game remains unfinished, which some reviewers find concerning.
- Grindy achievements (weight 0.08): Completing all achievements requires significant grinding, such as clearing with all 20 hero combinations and obtaining flags and crowns.
- Simple yet diverse gameplay (weight 0.08): Compared to other tower defense games, it is simple but offers diverse classes and card traits.
- PvP mode added (weight 0.07): A PvP mode was added to the game, expanding its multiplayer options.
- Compared to Ratropolis (weight 0.07): One reviewer compared the game unfavorably to Ratropolis, considering it much better.
- Compared to Magic: The Gathering (weight 0.07): A reviewer likened the archetype selection to Magic: The Gathering's limited format.

Emotions:
- Frustration (weight 0.13): Players face frequent server connection problems, an always-online requirement, and bugs that prevent daily quests and gem upgrades. Unclear tutorials, poor balance, useless heroes, and overwhelming enemy situations make runs feel unfair and unfun. Progress loss, inability to pause and manage cards, and machine translation further worsen the experience.
- Enjoyment (weight 0.13): The mix of tower defense and deck-building roguelike elements is fun and replayable, with novel hero gimmicks and strategic depth. Cute characters, catchy BGM, and fast-paced rounds keep players entertained, especially in the first few hours. Unlocking new characters and experimenting with playstyles adds to the enjoyment.
- Disappointment (weight 0.12): The game lacks long-term motivation due to repetitiveness and shallow synergy after the first few hours, with poor deck design and an inconvenient interface. Bosses that prevent card play and lost progress feel like fundamental flaws. The experience is also marred by bugs, poor balance, and a grind that doesn't meet expectations.
- Satisfaction (weight 0.05): Short, stress-relieving rounds and well-balanced randomness let players feel overpowered and rewarded. Clearing hard modes with the right hero setup and experimenting with diverse classes provides a strong sense of accomplishment. The detailed but concise tutorial also helps players get started smoothly.
- Boredom (weight 0.05): The game lacks depth and engagement, with a simple story, monotonous enemy waves, and low monster variety. After a few cycles, it becomes repetitive and tedious, leading players to quit quickly. The deck system and overall gameplay fail to hold interest.
- Confusion (weight 0.04): Poor translation and unclear mechanics make it hard to understand how to play, with unexplained rewards and disappearing units. Champions remain locked after the tutorial, leaving players unsure of what they did wrong. The initial impression is one of confusion and lack of direction.
- Excitement (weight 0.04): Lively art, sound, and fast-paced real-time gameplay with tense card draws and unit placement create excitement. Huge hero variety and combination synergies add thrill, and winning a boss against the odds is exhilarating. Discovering hero merges and new strategies keeps the experience fresh.
- Annoyance (weight 0.03): UI issues, weak turrets, and chaotic late-game card play are irritating, along with German translation errors and a confusing map. Tedious gem grinding and a per-run clover cap limit progression. Bugs that make played cards disappear and occasional crashes add to the annoyance.
- Addiction (weight 0.03): The combination of deck building and tower defense is compelling, and the variety of heroes and playstyles makes the game hard to put down. Rapidly pressing spacebar and losing track of time are common, as the gameplay is described as extremely addictive.
- Amusement (weight 0.03): Cute heroes and simple but strategic play provide charming entertainment, and odd machine-translated idioms add unintentional humor. The Wakta Bus skin and playful jokes about time being taken also amuse players.
- Interest (weight 0.03): Discovering strategies for hero combinations and the novel mix of roguelike, deck-building, and tower defense with manual skill usage sparks interest. Simple controls and good core gameplay make players want to explore more.
- Mild frustration (weight 0.02): The game is tight for long sessions and not meticulously balanced, with some characters being too weak. Cards sometimes become invisible when hovering, and beginners may die a lot, causing mild frustration.
- Dissatisfaction (weight 0.02): The interface and graphics are unappealing, and the game feels too fast and chaotic, like a shooter rather than a strategy game. It appears wide but not deep, with unsatisfying hero and upgrade use, and balance needs adjustment.
- Engagement (weight 0.02): Deep hero combinations and different playstyles make the game addictive, drawing players into repeated playthroughs. Selecting cards after each stage to build a team and plan strategy, combined with familiar elements in a novel way, keeps players engaged.
- Anger (weight 0.02): A boss that freezes the player and makes cards unusable is infuriating, as is a single-player game requiring constant internet and losing save access. Poor balance, crashes on high-end PCs, and user-unfriendly elements provoke anger.
- Enthusiasm (weight 0.02): Creative hero mechanics and endless combination possibilities generate enthusiasm, and seeing the game on Wak Zoo led to purchases. Really fun gameplay and favorite heroes keep players excited.
- Anticipation (weight 0.02): Players hope for quick updates to add missing explanations and look forward to new monster traits each round. Future updates are eagerly awaited to improve the game.
- Mild disappointment (weight 0.01): Repetition and uneven difficulty can reduce excitement after extended play, and the game is kind of easy and not compelling enough to choose over other games. This leads to mild disappointment.
- Caution (weight 0.01): The upper-middle difficulty may cause frustration for new players, so caution is advised before diving in.
- Disgust (weight 0.01): Enemies that disable cards appear in mid-to-late game, which players find disgusting and frustrating.}