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<div class="swpf-core">
<div> <h1 class="wide">Enemies & Encounters</h1> </div> <p> Creating exciting encounters is the heart of most adventures in <cite>Savage Pathfinder</cite>! Our heroes must explore deep caverns, delve into tombs infested with blasphemous undead, battle bandits in dark forests, and more. </p> <p> Designing fast, furious, fun encounters is more art than science, but this section offers some advice you can use to get started. </p> <h3>Designing Enemies</h3> <p> The rules for character creation and advancement are there to provide balance for <em>player characters.</em> They <em>aren’t</em> designed for nonplayer characters and monsters. </p> <p> We recommend the latter abide by their @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01edgesummarie00]{Edge’s} Prerequisites in general, but otherwise they should have whatever @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Traits} and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore08bestia.JournalEntryPage.08specialabili00]{abilities} the GM feels are appropriate. Spend your time and energy on the plot of the game or how best to entertain your group rather than adding up character points. </p> <h3>Designing Encounters</h3> <p> <cite>Savage Worlds</cite> doesn’t use challenge ratings for combat encounters. Terrain, @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Acing} damage, and the infinite number of interactions of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01edgesummarie00]{Edges}, weapons (both @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02personalweap00]{personal} and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02specialweapo00]{special}), @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02armor000000000]{armor}, and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{powers} are just too variable for a concrete formula. </p> <p> We know this makes it difficult for new Game Masters to know how many villains or monsters is a good challenge for the party, so here’s some general advice. </p> <p> Start by comparing the enemy’s skills, damage output, and special abilities to the player characters, then look at the table below to get an idea how many enemies should make a decent encounter for your heroes: </p> <table> <colgroup> <col> <col> </colgroup> <tbody> <tr> <th class="sub-heading"> If the enemy is... </th> <th class="sub-heading"> The party faces... </th> </tr> <tr> <td class="centered">Weaker</td> <td class="centered"> @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Wild Card} leader plus three to four Extras per hero. </td> </tr> <tr> <td class="centered">About the Same</td> <td class="centered"> @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Wild Card} leader plus two Extras per player character. </td> </tr> <tr> <td class="centered">Slightly Stronger</td> <td class="centered"> @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Wild Card} leader, one Extra per hero plus an additional one for every two heroes. </td> </tr> <tr> <td class="centered">Stronger</td> <td class="centered"> @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Wild Card} leader plus one Extra per player character. </td> </tr> <tr> <td class="centered">Much Stronger</td> <td class="centered"> Three to five Extras or one or two powerful @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Wild Cards}. </td> </tr> </tbody> </table> <ul class="bullet"> <li> Assume a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Wild Card} enemy is worth about three Extras of the same type. </li> <li> Think about a creature’s strengths and weaknesses, and vice-versa. Flying foes with @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{ranged attacks} will make short work of a party overly focused on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee}. A coven of evil mages won’t have much luck against heavily magic resistant heroes. Let the party’s advantages shine sometimes— they built for that. If they attack the same type creatures again, though, they’re likely to have learned from other’s mistakes! </li> <li> If a creature’s Toughness is higher than the maximum damage (ignoring @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raises} and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Aces}) of more than half the party, and assuming its damage is significant, it’s likely to be a dangerous threat. You might want to be sure there’s a “trick” to the encounter: the monster has a weakness to certain types of attacks, can be defeated by the environment somehow, or can be distracted long enough to achieve the party's goals. </li> <li> Even relatively weaker creatures such as zombies or goblins can be terrifying in <cite>Savage Worlds</cite> when attacking in a horde given the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Gang Up} bonus and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Acing} dice! </li> </ul> <div> <img src="modules/swpf-core-rules/assets/art/mwangi.webp" alt="An unfortunate pair of adventurers flee from a dinosaur downstream."> </div> <h3>Failure</h3> <p> Most encounters in <cite>Pathfinder for Savage Worlds</cite> should be reasonably balanced for the expected power level of the group, but this isn’t always the case. Sometimes it’s just as interesting for the players to evaluate a situation and realize they probably can’t win— at least not by charging in, swords drawn. This is desirable on occasion as it encourages the group to think, plan, and come up with clever solutions to challenging situations. </p> <p> Game Masters should never be afraid to let the opposition flex their muscles. These are <em>savage</em> worlds, after all, and triumphing against these foes should be a major accomplishment— not a given. </p> <p> If a fight is going poorly, look for ways to reward the heroes with @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Bennies}. That will help them get better @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Action Cards}, make vital @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traits00000000]{Trait} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{damage rolls}, and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Soak Wounds}. </p> <p> If the party still fails, <strong>don’t be afraid to let them!</strong> Failure doesn’t have to mean death. They might need to retreat and regroup, or they might be captured and healed (even the “dead” heroes). Maybe the captives must now escape a horrible dungeon, battle in an arena for their captors’ amusement, or perform some other task to earn their freedom. Remember that the greatest heroes of film and fiction often experience terrible setbacks. How they pick themselves up and carry on after is what truly defines them. </p> </div>
<div class="swpf-core">
<div> <h1 class="wide">Enemies & Encounters</h1> </div> <p> Creating exciting encounters is the heart of most adventures in <cite>Savage Pathfinder</cite>! Our heroes must explore deep caverns, delve into tombs infested with blasphemous undead, battle bandits in dark forests, and more. </p> <p> Designing fast, furious, fun encounters is more art than science, but this section offers some advice you can use to get started. </p> <h3>Designing Enemies</h3> <p> The rules for character creation and advancement are there to provide balance for <em>player characters.</em> They <em>aren’t</em> designed for nonplayer characters and monsters. </p> <p> We recommend the latter abide by their @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01edgesummarie00]{Edge’s} Prerequisites in general, but otherwise they should have whatever @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Traits} and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore08bestia.JournalEntryPage.08specialabili00]{abilities} the GM feels are appropriate. Spend your time and energy on the plot of the game or how best to entertain your group rather than adding up character points. </p> <h3>Designing Encounters</h3> <p> <cite>Savage Worlds</cite> doesn’t use challenge ratings for combat encounters. Terrain, @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Acing} damage, and the infinite number of interactions of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01edgesummarie00]{Edges}, weapons (both @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02personalweap00]{personal} and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02specialweapo00]{special}), @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02armor000000000]{armor}, and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{powers} are just too variable for a concrete formula. </p> <p> We know this makes it difficult for new Game Masters to know how many villains or monsters is a good challenge for the party, so here’s some general advice. </p> <p> Start by comparing the enemy’s skills, damage output, and special abilities to the player characters, then look at the table below to get an idea how many enemies should make a decent encounter for your heroes: </p> <table> <colgroup> <col> <col> </colgroup> <tbody> <tr> <th class="sub-heading"> If the enemy is... </th> <th class="sub-heading"> The party faces... </th> </tr> <tr> <td class="centered">Weaker</td> <td class="centered"> @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Wild Card} leader plus three to four Extras per hero. </td> </tr> <tr> <td class="centered">About the Same</td> <td class="centered"> @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Wild Card} leader plus two Extras per player character. </td> </tr> <tr> <td class="centered">Slightly Stronger</td> <td class="centered"> @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Wild Card} leader, one Extra per hero plus an additional one for every two heroes. </td> </tr> <tr> <td class="centered">Stronger</td> <td class="centered"> @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Wild Card} leader plus one Extra per player character. </td> </tr> <tr> <td class="centered">Much Stronger</td> <td class="centered"> Three to five Extras or one or two powerful @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Wild Cards}. </td> </tr> </tbody> </table> <ul class="bullet"> <li> Assume a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Wild Card} enemy is worth about three Extras of the same type. </li> <li> Think about a creature’s strengths and weaknesses, and vice-versa. Flying foes with @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{ranged attacks} will make short work of a party overly focused on @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee}. A coven of evil mages won’t have much luck against heavily magic resistant heroes. Let the party’s advantages shine sometimes— they built for that. If they attack the same type creatures again, though, they’re likely to have learned from other’s mistakes! </li> <li> If a creature’s Toughness is higher than the maximum damage (ignoring @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raises} and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Aces}) of more than half the party, and assuming its damage is significant, it’s likely to be a dangerous threat. You might want to be sure there’s a “trick” to the encounter: the monster has a weakness to certain types of attacks, can be defeated by the environment somehow, or can be distracted long enough to achieve the party's goals. </li> <li> Even relatively weaker creatures such as zombies or goblins can be terrifying in <cite>Savage Worlds</cite> when attacking in a horde given the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Gang Up} bonus and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Acing} dice! </li> </ul> <div> <img src="modules/swpf-core-rules/assets/art/mwangi.webp" alt="An unfortunate pair of adventurers flee from a dinosaur downstream."> </div> <h3>Failure</h3> <p> Most encounters in <cite>Pathfinder for Savage Worlds</cite> should be reasonably balanced for the expected power level of the group, but this isn’t always the case. Sometimes it’s just as interesting for the players to evaluate a situation and realize they probably can’t win— at least not by charging in, swords drawn. This is desirable on occasion as it encourages the group to think, plan, and come up with clever solutions to challenging situations. </p> <p> Game Masters should never be afraid to let the opposition flex their muscles. These are <em>savage</em> worlds, after all, and triumphing against these foes should be a major accomplishment— not a given. </p> <p> If a fight is going poorly, look for ways to reward the heroes with @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Bennies}. That will help them get better @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Action Cards}, make vital @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traits00000000]{Trait} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{damage rolls}, and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Soak Wounds}. </p> <p> If the party still fails, <strong>don’t be afraid to let them!</strong> Failure doesn’t have to mean death. They might need to retreat and regroup, or they might be captured and healed (even the “dead” heroes). Maybe the captives must now escape a horrible dungeon, battle in an arena for their captors’ amusement, or perform some other task to earn their freedom. Remember that the greatest heroes of film and fiction often experience terrible setbacks. How they pick themselves up and carry on after is what truly defines them. </p> </div> |
<div>
<h1 class="wide">Enemies & Encounters</h1>
</div>
<p>
Creating exciting encounters is the heart of most adventures in
<cite>Savage Pathfinder</cite>! Our heroes must explore deep caverns, delve
into tombs infested with blasphemous undead, battle bandits in dark forests,
and more.
</p>
<p>
Designing fast, furious, fun encounters is more art than science, but this
section offers some advice you can use to get started.
</p>
<h3>Designing Enemies</h3>
<p>
The rules for character creation and advancement are there to provide
balance for <em>player characters.</em> They <em>aren’t</em> designed for
nonplayer characters and monsters.
</p>
<p>
We recommend the latter abide by their
@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01edgesummarie00]{Edge’s} Prerequisites in
general, but otherwise they should have whatever
@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Traits} and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore08bestia.JournalEntryPage.08specialabili00]{abilities} the
GM feels are appropriate. Spend your time and energy on the plot of the game
or how best to entertain your group rather than adding up character points.
</p>
<h3>Designing Encounters</h3>
<p>
<cite>Savage Worlds</cite> doesn’t use challenge ratings for combat
encounters. Terrain, @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Acing} damage, and the infinite number of interactions
of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01edgesummarie00]{Edges}, weapons (both @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02personalweap00]{personal} and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02specialweapo00]{special}), @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore02gear00.JournalEntryPage.02armor000000000]{armor},
and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore05powers.JournalEntryPage.05powers00000001]{powers} are just too
variable for a concrete formula.
</p>
<p>
We know this makes it difficult for new Game Masters to know how many
villains or monsters is a good challenge for the party, so here’s some
general advice.
</p>
<p>
Start by comparing the enemy’s skills, damage output, and special abilities
to the player characters, then look at the table below to get an idea how
many enemies should make a decent encounter for your heroes:
</p>
<table>
<colgroup>
<col>
<col>
</colgroup>
<tbody>
<tr>
<th class="sub-heading">
If the enemy is...
</th>
<th class="sub-heading">
The party faces...
</th>
</tr>
<tr>
<td class="centered">Weaker</td>
<td class="centered">
@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Wild
Card} leader plus three to four Extras per hero.
</td>
</tr>
<tr>
<td class="centered">About the Same</td>
<td class="centered">
@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Wild
Card} leader plus two Extras per player character.
</td>
</tr>
<tr>
<td class="centered">Slightly Stronger</td>
<td class="centered">
@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Wild
Card} leader, one Extra per hero plus an additional one for every two
heroes.
</td>
</tr>
<tr>
<td class="centered">Stronger</td>
<td class="centered">
@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Wild
Card} leader plus one Extra per player character.
</td>
</tr>
<tr>
<td class="centered">Much Stronger</td>
<td class="centered">
Three to five Extras or one or two powerful
@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Wild
Cards}.
</td>
</tr>
</tbody>
</table>
<ul class="bullet">
<li>
Assume a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Wild Card} enemy is worth about three Extras of the same type.
</li>
<li>
Think about a creature’s strengths and weaknesses, and vice-versa. Flying
foes with @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{ranged attacks} will make short work of a party overly focused on
@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{melee}. A coven of evil mages won’t have much luck against heavily magic
resistant heroes. Let the party’s advantages shine sometimes— they built
for that. If they attack the same type creatures again, though, they’re
likely to have learned from other’s mistakes!
</li>
<li>
If a creature’s Toughness is higher than the maximum damage (ignoring
@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raises} and
@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Aces}) of more than half the
party, and assuming its damage is significant, it’s likely to be a
dangerous threat. You might want to be sure there’s a “trick” to the
encounter: the monster has a weakness to certain types of attacks, can be
defeated by the environment somehow, or can be distracted long enough to
achieve the party's goals.
</li>
<li>
Even relatively weaker creatures such as zombies or goblins can be
terrifying in <cite>Savage Worlds</cite> when attacking in a horde given
the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Gang Up} bonus and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Acing} dice!
</li>
</ul>
<div>
<img src="modules/swpf-core-rules/assets/art/mwangi.webp" alt="An unfortunate pair of adventurers flee from a dinosaur downstream.">
</div>
<h3>Failure</h3>
<p>
Most encounters in <cite>Pathfinder for Savage Worlds</cite> should be
reasonably balanced for the expected power level of the group, but this
isn’t always the case. Sometimes it’s just as interesting for the players to
evaluate a situation and realize they probably can’t win— at least not by
charging in, swords drawn. This is desirable on occasion as it encourages
the group to think, plan, and come up with clever solutions to challenging
situations.
</p>
<p>
Game Masters should never be afraid to let the opposition flex their
muscles. These are <em>savage</em> worlds, after all, and triumphing against
these foes should be a major accomplishment— not a given.
</p>
<p>
If a fight is going poorly, look for ways to reward the heroes with
@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Bennies}. That will help
them get better @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Action Cards}, make vital
@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traits00000000]{Trait} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{damage rolls}, and
@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Soak Wounds}.
</p>
<p>
If the party still fails,
<strong>don’t be afraid to let them!</strong> Failure doesn’t have to mean
death. They might need to retreat and regroup, or they might be captured and
healed (even the “dead” heroes). Maybe the captives must now escape a
horrible dungeon, battle in an arena for their captors’ amusement, or
perform some other task to earn their freedom. Remember that the greatest
heroes of film and fiction often experience terrible setbacks. How they pick
themselves up and carry on after is what truly defines them.
</p>
</div>
<col>
<col><col>
<tr>
<tr><th class="sub-heading">
</th>
</th><th class="sub-heading">
</th>
</th></tr>
<tr>
</tr>
<tr>
<td class="centered">Weaker</td>
</td>
</td></tr>
<tr>
</tr>
<tr>
<td class="centered">About the Same</td>
</td>
</td></tr>
<tr>
</tr>
<tr>
<td class="centered">Slightly Stronger</td>
heroes.
heroes.</td>
</tr>
<tr>
</td>
</tr>
<tr>
<td class="centered">Stronger</td>
</td>
</td></tr>
<tr>
</tr>
<tr>
<td class="centered">Much Stronger</td>
Cards}.
Cards}.</td>
</td>
</tr>
</div>