Well, Susan didn’t like my idea for a dungeon building. She said, “You can’t throw Minions in the dungeon! It’s against the rules of war!” Well, she said something like that. I don’t know what rules of war she’s talking about, but anyway this card is sort of like a dungeon… it makes a whole land into a dungeon.
When you use Prisoners of War, a land will be isolated for one round of play; no Minion will be able to move into or out of it. I can’t think of any reason why you’d want to use it on any of your own lands, but you could definitely use it on one of your opponents.
One trick many players like to pull is moving their damaged Minions away to safety. This way the Minions are still alive and able to hold lands for their owner, even if they won’t be seeing any more action. Prisoners of War will prevent these Minions from making their escape. Try to use Prisoners of War when you see that two more hits from your attacking Minion will defeat the enemy you want knocked out.
Prisoners of War should also be used if you find a land with only one Minion in it, even if you can’t kill that Minion right away. With that land unable to receive reinforcements, you should have a relatively easy time clearing it out and adding it to your own collection. Don’t forget you can also use Prisoners of War to keep scary Minions you don’t want near you away for a while since they can’t move in. This is an excellent, very versatile card.
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