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Advantage Points

Now that we've covered all the available actions, we can focus on how to improve our tribute at the start of the game. Advantages have various characteristics, from allowing you to pay less to enhance them to reducing the point cost of certain attacks, to being able to transmute materials, and so on. A cultist has 0 advantage points, a regular tribute has 10, a mercenary has 20, a psychopath has 25, and a lunatic has 50. The mercenary ALWAYS has the advantage of receiving the positions of the other tributes each turn, and the lunatic ALWAYS has the advantage of being able to repeat actions without issue. Below are the different advantages and their prices, marked in parentheses. A * indicates that they can be taken up to 4 times. Advantages with a / mean that they provide both benefits, not one or the other. If you want more advantages than you can afford, keep in mind that the last few are disadvantages and allow you to have more points.

Athlete * (3):

Pay 2 fewer energy points to boost your move.

If you take this advantage, for example, 3 times, moving 5 spaces will cost you 2 energy points.

Storer * (2):

Increase your carrying capacity by 3 units.

If you take this advantage, for example, 4 times, you can carry up to 24 units of cargo instead of 12.

Gatherer * (3):

Pay 2 fewer energy points to boost your pick/throw.

Trader * (2):

Pay 2 fewer energy points to boost your give.

Thief * (2):

Pay 3 fewer energy points to boost your steal.

Wood and Metal Alchemist * (2):

Be able to use any material as if it were wood or metal.

Gunpowder and Herb Alchemist (5):

Ability to use any material as if it were gunpowder/herbs.

Oil Alchemist (5):

Ability to use any material as if it were oil.

Leather Alchemist (6):

Ability to use any material as if it were leather.

Magnet Alchemist (6):

Ability to use any material as if it were a magnet.

Medic (4):

Restore 2 additional energy points when using medicine/resting.

If you take this advantage, for example, twice, your medicines will restore 12 energy points instead of 4, and resting will restore 6 energy points instead of 2.

Energetic Gladiator (6):

Restore half the energy points subtracted from another tribute, rounded down to a maximum of 8. Explosives and pushing into detonation zones do not count. Energy is restored before losses from buffs.

If you take this advantage, subtracting 4 energy points from someone will restore 2 points to you, subtracting 7 will restore 3, subtracting 99 will restore 8, etc.

Pimp (5):

You don't need another character in your space to have sex, but you do need another character present. Applies to executioners and mutts.

Passionate (4):

Do not lose 2 energy points when having sex.

Boxer (3):

Pay 2 less energy points to power up punches.

Warrior (5):

Pay 2 less energy points to power up sword slashes/maul slashes.

Ninja (1):

Pay 1 less energy point to power up boomerangs.

Marksman (4):

Pay 2 less energy points to power up arrow/bullet shots.

Gang Member (3):

Add double the strength of all the victim's enemies in the space to each punch, without being able to double up punches.

If you take this advantage and hit an enemy in a space while accompanied by, for example, 5 of that enemy's enemies, the punch will cost 12 energy points instead of 2, and can be further powered up. The Gang Punch is, after the Scythe, the attack that deals the most damage.

Squire * (4):

Increase the protective effect of blocking by 2 points.

If you take this perk 3 times, for example, your shield will reduce the damage dealt by 17 points instead of the usual 11, and your arms will reduce it by 8 points.

Bodybuilder * (4):

Increase maximum energy by 2 points.

If you take this perk 2 times, for example, your maximum energy will increase to 16 points instead of 12.

Stoic (8):

Always retain 1 point of energy if you are hit while at maximum.

Jihadi (10):

Start the game with a bomb inside you that explodes upon death.

Theatrical Gladiator (2):

Gain 5 bonus sponsorship points for each kill.

Showman * (3):

Gain 1 extra sponsorship point each time you gain sponsorship.

If you take this perk, for example, 3 times, each time you perform a sponsorship action, you'll gain 3 additional sponsorship points. For example, if you throw a powered-up boomerang, making it travel 4 spaces (costing 2 energy) and hit another tribute on each space, killing one, the following would happen: 4 sponsorship points for the 4 hits + 2 sponsorship points for the power-up + 5 sponsorship points for the kill + 12 extra sponsorship points for the 4 hits + 3 extra sponsorship points for the power-up + 3 extra sponsorship points for the kill = 29 sponsorship points.

Ranger * (1):

Pay 1 less energy point to boost tracking.

Bat * (2):

Pay 2 less energy points to boost listening.

Disadvantages for acquiring more advantages:

  • Reduce carrying capacity by 3 units* (-2)
  • Reduce maximum energy by 1 point* (-2)
  • Pay double to boost actions. Applies before discounts (-4)

If you take this advantage and, for example, the one that reduces the cost of boosting movement, when you want to move a few extra spaces, the number of points required is first multiplied by 2 and then 1 is subtracted, not the other way around. If you wanted to move 2 extra spaces, the cost would be 6 points (4 × 2 − 2) and not 4 points ((4 − 2) × 2).

  • Forgoing the ability to replenish energy in any way (-10)

This might not sound very reassuring, but your choice here could be crucial to how the game unfolds. As usual, depending on your selection, the resulting role might be too demanding or a perfect fit for your playstyle.