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Blackout Games describes Blackout Rugby as “the most in-depth rugby team management simulation ever”. And it’s not wrong.
That means there’s a limit to how much we can tell you in this brief beginner’s guide. We chose to focus on four key areas: buildings, maps and players.
That leaves out a ton of things, including club finances, sponsors, the weather, the academy and the thorny issue of player contracts. To find out more about these topics and more, you can visit the Blackout Rugby wiki – or just play and learn by doing.
But this brief overview of some of Blackout Rugby’s key features will give you a solid foundation and prepare you for the long career of rugby management that awaits you.
Your club in Blackout Rugby is made up of several buildings, including the academy, medical, stadium, club office, amenities, broadcast, psychology and training.
You can upgrade all of these buildings to improve their contribution to your club. For example, upgrading the stadium and its stands allows you to increase capacity, and by extension revenue.
Upgrading a building costs Club Cash and takes time, although you can speed up the process by spending Tokens.
After you complete the upgrade, you get a gym bag containing a reward, such as Club Cash, Tokens, Free Card, or whatever.
But more importantly, you’ll get tech points to spend on upgrading that building’s tech tree branches. Each building has its own tech tree, allowing you to choose how your club grows over time.
For example, upgrading the Club Office allows you to increase profitability, while upgrading the Broadcast Building allows you to increase the amount you earn from watching video ads.
It’s worth bearing in mind that you’ll never receive enough tech points to max out every branch of a building’s tech tree, so your choices really matter.
Each Blackout Rugby player has their own unique range of attributes including height, weight, age, speed, agility, stamina, power, best position, etc. They even have a BMI, calculated from their height and weight.
A player’s BMI affects all of their other attributes. If they exceed the average of 29, they benefit from increased strength and power, but suffer from reduced acceleration, agility, speed, and endurance.
Going below 29 essentially reverses this effect.
The effect of age, as in life, is the possibility of a rise from the base level until age 28, then a guaranteed decline from age 33, increasing steadily from age 35 years until they become totally useless. Sigh.
You can increase physical attributes through training using training slots. The more slots available, the faster you can add points, and each time you exceed 100, this attribute goes up one level.
In addition to physical attributes, each player has mental attributes, including aggression, composure, and leadership, which affect their performance in a match.
You cannot train these attributes. Aggression increases when using an aggression card, composure improves by playing competitive matches and through composure cards, and leadership improves by playing as captain and through cards leadership.
Naturally, each player also has a position. There’s the prop, the hooker, the lock, the flanker, the center, the flying half, the winger, the full-back, the scrum half and the number 8.
Blackout Rugby will automatically calculate a player’s level for each position group based on their attributes and the position requirements and then place them into that position group. However, you can skip this if you think you know better.
Blackout Rugby uses a card system, with two main card types offered.
There are Collectible Cards, which remain in your Club’s Card Album until you play them, and Daily Cards, which disappear from your inventory at the end of each day.
These fall into seven different categories: Contract, Training, Tactical, Academy, Psychology, Weight, and Health.
You play cards into card slots, with health cards going into health slots, training cards into training slots, and so on. You also get a synergy bonus for playing a card in a matching slot.
For example, if you play a League Match Tactics card in a League slot, the effect will be amplified, while if you play a Cup card in a League slot, it will not.
Synergy bonuses vary. A Health synergy bonus increases the card’s impact by 1.5, for example, while a Training synergy bonus gives you +10% CPL.
Cards have a wide variety of different effects, and the intensity of these effects is determined by the energy level of the card.
This energy level also dictates how much energy you need to expend to play the card. You only have a certain amount of energy to play each day, so choose your cards wisely.
And how do you increase the amount of energy in your pool? Simple. The more you upgrade your buildings, the more energy they will produce and the more cards you can play.
That’s about it for us. You’ve got a long way to go, but you should now have a good idea of how to manage your club and players, and how to navigate the all-important card system.
Good luck there! Try these tips for yourself by downloading Blackout Rugby from the App Store, Google Play Store or Steam.