Event Cards

## Information

Event Cards are cards that you encounter throughout the entire game. Each card has up to three options. These options can be bad and can be good. Some options provide resources. However, some resources may be required for cerrain options. So if you do not have the requirements, the option will be unavailable. But sometimes, it will be worth it as you may get free Resource Cards in return. There are also options that do not give or take resources from you.

## Type of event cards

*The categories in this section is not official, although there is no official explanation either.*

Categorized by management:

* Random event - These cards are inserted into the deck at the start of game. Not every card in the set will be inserted and most of them are recurring.
* Blessing - You choose up to 3-4 unlocked gods and insert their blessing cards into the game. They are fixed in number except God of Beginnings which one of three cards are random selected from two types of blessing.
* Penalty - Police Raid, Greed and Wrath of the Gods are triggered event cards when certain criteria is met, all of them bear heavy cost. Desperate measures can be counted as both a god event chains card and a penalty. Wrath of the Gods is inserted into a deck, while the others interrupt between playing event cards and are never put into deck. Desperate Measures however may insert a related card.
* God Event Chains - Cards from the first stage of all available gods event chains are inserted into the deck at the start of game. God of Beginnings is only available in tutorial, while Desperate measures is an exception to this, the card is only triggered when your hand has no food.

Categorized by nature of effect: (All cards exclude an option of producing and sacrificing nothing, equivalent to skipping it)

* Trade - Multiple choices of an event card allows you to choose converting a resource to another. This conversion must occur within the same option. If an option is a variant of another option with addition of a non-suspicion and a suspicion, it is also a trade. If there is no sacrifice, it is not counted as a trade.
* Positive - This card always increases non-suspicion or reduces suspicion
* Negative - This card always reduces non-suspicion or increases suspicion
* Addition - This card always increases number of cards.
* Reduction - This card always reduces number of cards.

Categorized by recurrence:

* Recurring - This card is placed into discard after played, after reshuffle, it will appear again once.
* One-use - This card is removed from play after played. It does not insert any cards.
* Momentary - This card is removed from play after played. but it may insert cards into the deck.
* Altering - Applies to Aeromancy card set. After playing an aeromancy card or a card from its set, it may be reinserted or replaced by another card of this set, but a card of this card set never leaves play.

## Strategy regarding event cards

* The Negative cards dictate how you will need to convert your resources to survive in the game. Infestation for instance, constantly suppresses the number of food on hand. To preserve food will cost a hefty  or . Attempting to complete a god event chain relevant to food will be considerably difficult. You might consider forfeiting the game but it reduces the blessing you can have to 3.
* Addition cards are dangerous, especially it may be possible to add 3 cards to your hand after 2 cards. Keep your hands under 12-13 unless you are preparing for an imminent large sacrifice.
* Probability of Greed event increases with number of cards on hand. It is speculated Greed is guaranteed to happen with at least 20 cards on hand. The chance of Greed happening might be 20% per excess card (although unproven) Trying to buff your hand when already in greed would cause the next event guaranteed to be greed, unless you also have at least 5 .
* The probability of losing  in a greed event is 5/15-5/22 (assuming you can make it to 22 cards...), that is 22-33%. The probability to lose at least 2  when you have 4  is less than 14%. It's not worth the trade to buff your hand in order to eliminate . The average number of  to be burnt is at 1-1.333 cards (20-15 cards) if you have 4 .
* With at least 9 , Police raid is guaranteed to happen. Also its chance increases with increased number of .
* Blessing cards are powerful, especially when you may end up with a bad hand, too many , nothing in hand, or full of .
* It is possible you will end up with a random event deck having absolutely no way to reduce , You may need to stock on  to dispose of excess ,
* Early blessings have little way to produce  reliably, and the relic from God of Beginnings will be precious in summoning most second tier gods.
* Auction on Relic is the only reliable random event to gain a relic from each reshuffle. A Rival Cult has only 36% chance to gain a relic (although vastly cheaper), which means there is still about 1/6 chance you won't get a relic after you sacrifice cultists for 4 times. The easy way would be playing slow, as later gods have quite heavy sacrificing requirement.

## Example

This is an recurring trade (reduction) random event card. This card may appear in any game, is irrelevant of god event chain, is placed into discard after played, and has two trade choices: sacrificing 2 cultists for inserting Spoils of War, or sacrificing 2 money for 2 food. It can be guaranteed the first choice reduces cards, while we can leave the nature of Spoils of War for a different study, but in short the produces of Spoils of War is never a cultist resource, thus fitting the definition of a trade.