Some of them are relatively simple, while others are incredibly stringent and hard to build around
[9] Instants are like sorceries, except you can cast them during the other player's turn (in addition to your own) and you can cast them in response to a spell
For example: Super effective moves will deal double the damage , whereas weak moves will only deal half
The Trade Stamina cooldown takes 12 hours for each unit, similar to Wonder Stamina, Pack Stamina, and Event Stamina
Considering the deck is full of hefty vehicles like Parhelion II, Colossal Plow, Cultivator's Caravan, and Weatherlight, it is going to be very easy to keep them crewed and swinging
Three-player games usually move faster, but they can also become two-against-one very quickly