Floppy Knights

Floppy Knights

18 Achievements

1,000

20-25h

PC
Xbox One
Xbox Series
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Minimum Floppy

Minimum Floppy

Completed Finals in Science Fair with a deck of 12 cards

50

0.46%

How to unlock the Minimum Floppy achievement in Floppy Knights - Definitive Guide

Intro:
Similar to Johnny's guide above using the monster deck, but you only use the Commander (Big Mad) and no friendly units. The bonus objective will be completed too using this deck, as you only have one unit (so no units will die). You may need to play through the story to unlock some cards, or buy some from the shop.

Monster Deck:
x1 Commander (Big Mad) - Comes with x2 signature cards
x5 Move Cards (general card - Can't be changed)
x1 Attack (general card)
x1 Transplant (green plant card - move unit and recover 1 hp)
x1 Devilish Deal (red monster card - unit takes 2 self-damage, draw 2 cards)
x1 Press The Attack (red monster card - attack an enemy, add strike attack for 0 cost)

Gameplay:
This deck is very agressive in gameplay. It relies on having low health to deal huge damage and reaching the beacons before the enemy can even reach you. The synergy of big movement and 2 attacks on average per turn is fantastic!

Do not stand below the wall at the beginning! The yellow wizard can hit over it for 5 damage
1) Place Commander on second tile from the left, below the first enemy and Bull Rush to him. Depending on cards in hand, play Pain And Gain, Self Damage yourself as much as possible then attack the bandit. At 4hp you can one hit the bandit. With Press the attack and enough movement, you can kill the bandit and bat in one turn.

2) Once the Bandit and Bat are dead, if you have 6 or more hp, sit on the red button and let the wizard attack you. Otherwise sit below the button, and end your turn or move in to kill them. With Press The Attack and the right movement cards, you can kill the yellow wizard and green ogre in the same turn. Otherwise kill them one at a time. I generally sit next to the orange computer after the yellow wizard is dead and the green ogre won't move.

3) After the yellow wizard and green ogre is dead, you want to have 2hp. This means your attacks will be doing 8 damage each and two attacks will kill the beacons. Move in to kill the bat attacking your beacon (blue middle one).

Left side wizard will switch targets and come attack you! Stay atleast 6 blank tiles away.
4) Once the bat is dead. Start with going to the left side beacon. As the green slimes are more spread out, only have 1 range and the orange wizard should only just die when you get to the left beacon.

5) Once the left beacon is dead, move to the right past the wall enclosing the left flag and then to the top row of the map (the row directly below the yellow trophy). Than Bull Rush and move as quickly as you can across the top and to the right side beacon. You should arrive before the yellow robots. Than simply double attack it to get your achievement and the bonus objective :)
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05 Jun 2022 05:04

8 Comments
Good deck suggestions, SgtKenny94!

With the assist options enabled, I was able to kill the first three enemies on my first turn.

When I got to the top of the map on my second turn, I ignored the enemy attacking my beacon and went for the left one. The left wizard completely ignored me as I took out the beacon (it went south to attack the slime enemies). I’m not sure if the left wizard did that by sheer luck or if it was because I ignored the enemy attacking my beacon. Either way, I was able to unlock the achievement on my first attempt, so thanks!
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By ElusiveEagle on 27 May 2023 09:56
Works fantastic!
I actually failed my first try because the robots on the right side managed to reach me, while I had only one attack in hand. In that case: move a bit to the left (so they cant shoot you from distance) and come back in the next turn.
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By sorininf on 15 Jun 2022 08:46
Great guide but I used poison lance instead of a basic attack in my deck. Its the same cost so why not have the added benefit of range and poison?
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By Chocobots on 27 Jul 2022 13:12
Thumbs up! I didn't have Press the Attack but used Stacked instead (armor up) with no issue
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By Sir Spink on 17 Oct 2022 01:04
Worked first time with this deck, cheers.
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By IPlayGamesUK on 07 Jan 2023 11:46
Worked first time here too. Thanks for the help!
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By Steppy Jim on 18 Mar 2023 04:00
Was a little behind in schedule but ended up getting it done there at the end barely. Good guide!
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By SprinkyDink on 10 Apr 2023 00:18
I swapped out Press the Attack for Stacked as suggested by @SirSpink and got it to work on my second attempt. The first time I had terrible luck with the cards...
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By masterelliot994 on 17 May 2023 23:43
View all 8 comments Show less comments
While I am sure there is an easier method to get this achievement, I was able to use this method on my first attempt on the stage (with the limited number of cards available) and managed to meet both Objective criteria as well. Keep in mind that you may need to buy a couple of these cards or unlock them by meeting earlier objectives.

For the Deck, use Monster Deck and select the following cards:
- Big Mad (Commander)
-5x Move (Required)
-Barrel Cactus
-Devilish Deal
-Mend
-Transplant

This will give you the minimum 12 cards (Also counts 'Get Angry' and 'Pain + Gain', which come with Big Mad).

This is a pretty self-sustaining deck as you will be able to spawn 2 units (Big Mad and Cactus) that have a good amount of health, that deal decent damage, and can be healed nearly every turn.

The only downside to this method is the lack of attack. You will only get 1 attack per unit, per turn. However, you can utilize card combos like 'Pain + Gain' with 'Devilish Deal' and 'Get Angry' to boost Big Mad's damage before he attacks and then heal him afterwards.

Also, Cactus has an area attack, so you can strategically hit multiple enemies and then run away if needed.

Needless to say, you should pay careful attention the enemy's range and damage and ensure you will survive each enemy turn.

If you aren't worried about the objective for not losing a unit, you can play a little more aggressively and sacrifice Cactus Barrel if needed. Respawning him will also get you more Cactus Juice.

Obviously, you need to protect your conductor while destroying the enemy players' conductors while doing this.
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29 May 2022 04:05


Monster Deck
Commander: Big Mad
5X Move
2X Attack
Sunshine
Transplant

Load up the level Finals in Science Fair. This level is straightforward, you need to protect your blue beacon and destroy the two enemy ones. From the start, make your way up fighting through the enemies to reach the beacons. Then, clear any enemies from your beacon before moving across and destroying theirs.
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07 Jun 2022 20:29

I took a slightly different approach than the other guides and used a dimmed down version of the plant deck:
- Captain Thistle (commander; gives the 'Plow' card into your hand every turn)
- Sow/Reap (signature card; locked)
- Thorns (signature card; locked)
- 5x Move (mandatory cards; locked)
- Bamboomer
- Spitunia
- Grow
- Attack

This total of 12 cards also requires a little luck to make it easier to win.

*Use of the Grow card*:
Make sure to use the Grow card on the Sow/Reap card, this turns it into Sow+/Reap+, this way you have a returning benefit every time you play the card (since it will flip to the other side). Also the card (Sow+/Reap+) is never deleted and can benefit you in multiple turns.
Since this depends on luck, there is no real telling in what turn both the Sow/Reap and Grow cards will be in your hand together. When it does, it is however a very powerful combination (which requires 0 energy to create).
***

*Spawn at most 1 Unit in the original deployment zone*:
While playing, no more than 1 Unit (Spitunia or Bamboomer) should be deployed in the starting deployment zone. When spawning this unit, it will be only to obtain a Poison Shot (Spitunia) or Roots (Bamboomer) card into your hand. This spawned unit also should not be moved at all, just left in place waiting for the Checkpoint card which is given when the secondary deployment zone is activated. When the Checkpoint card is received, use this on said spawned unit (costs 0 energy) to be able to 'redeploy' the unit in the secondary deployment zone when the opportunity arises.
***

*Do Not! (at all) attack the Armored Bandit*
When following the steps below for the first few turns, you should not at all have to care about the Armored Bandit the entire game since it will never leave its starting location. This will prevent taking any damage from its 'Payback' counter-attack move. Besides it will not require spending any movement or attacks.
***

*Use of the Thorns card*:
The Thorns card (signature card, 1x usage) adds 1 attack, it should be used (preferably in the first two turns) on Captain Thistle to upgrade its Attack Strength from 4 -> 5 damage. This will benefit later on with fighting the Ogre as well as striking against Alex's Beacon & Rowan's Beacon.
***

*Start/First turn*:
Place the commander (Captain Thistle) in the second spot from the top left of the deployment zone (closest to the Armored Bandit), See the 'C' in the "schema" of the deployment zone below.
____________
| X C X X X |
| X X X X X | Legend: C = Captain Thistle spawn tile, X = deployment tile.
-------------
Now you receive the first hand of cards, this is where the first bit of luck(*) comes in... What is required in your hand is 2x Move, besides those we will make use of the Plow card.
With the 2x Move and the Plow card, move all the way to the tile above the Bat (this requires 10 total movement, 2x 3 tiles normal movement and 1x 4 tiles due to the Plow card with Captain Thistle). When arriving at said tile, use the 'normal' attack to strike and kill the Bat.
This now leaves you with 2 energy to use in whatever way you see fit, it could be using the Grow card (see above), spawning a unit or using the Thorns card.
Unless you got really lucky and have 2 more Move cards + 1 attack card, do not move onto the Switch (which extends the bridge). If the bridge is extended without, the Geomancer will move in and attack when it is the "Enemy Turn", this will kill your Captain Thistle and make you lose(!). See below at the second turn for further clarification.

* The 'luck' here most likely will be in your favor since there are 11 cards in the deck (the commander is already on the playing field) of which 5 cards are Move cards. Since 5 of the 11 will be put into hand and only 2 need to be a Move, the chance of not getting the 2 cards is low. Out of several attempts, I have received 2 or more Move cards every time.
***

*Second turn*:
The second turn requires (with luck) 2 Move cards, the cyling Plow card and the 'normal attack'.
First use a Move card to step onto the Switch (move 1 tile upwards), this will extend the bridge.
Now use the second Move card to move Captain Thistle next to the Geomancer and strike/kill the Geomancer (with the 'normal attack').
Lastly use the Plow card to move Captain Thistle onto the computer, activating the secondary deployment zone. Upon activation, you will receive a Checkpoint card into your hand. If any unit was spawned into the original deployment zone, use the Checkpoint to put it back into your hand.
Since the movement and actions have left you with 2 energy, either (re)spawning of a unit or usage of the Thorns card would be good moves before the end of the turn.
***

*Secondary deployment zone*:
______
| T X |
| X X | Legend: T = Terminal, X = deployment tile.
------
***

*Bamboomer*:
When the Bamboomer is received, this should be placed on the bottom right deployment tile of the secondary deployment zone (see above). This combined with 1 Move card (moving 2 tiles to the right from the spawn position), will make it able to attack the Ogre since it has a range of 3 tiles.
Another advantage of this placement is that combined with the Plow card, it can move to a position (moving 3 tiles to the right from the spawn position) from where it will be able to attack some Sentrybots which are moving up through their own lane. (Make sure not to move there before the Ogre is dead) Once those are hit, moving the Bamboomer 1 tile up, makes it able to shoot every (spawned) Sentrybot which is moving up through their own lane. When the Bamboomer hits a Sentrybot, it will lose its 2 shields and 2/3 HP, leaving them going further up with just 1 HP each (making them easy kills).
***

*Spitunia*:
When the Spituniais received, this should be placed on the top right deployment tile (next to the Terminal) of the secondary deployment zone (see above). This combined with 1 Move card (moving 2 tiles to the right from the spawn position), will make it able to attack the Ogre since it has a range of 2 tiles.
***

*Defeating the Ogre*:
The actions to kill the Ogre seem the hardest part of this opening, because the Ogre has 12 HP, which ideally would be taken away all in 1 turn, this will require planning. If it is in your playthrough not possible to hit the Ogre for 12 damage in one turn, keep in mind that it (the Ogre) can only move 2 tiles per turn and has a hit range of 1 (the 4 directly surrounding tiles).

One of the ways for defeating the Ogre require 3 energy, 1x Plow card, 1x Poison Shot card and a 'normal' attack. This makes use of (only) Captain Thistle upgraded by the Thorns card (so it has 5 Attack strength), starting at the Terminal of the secondary deployment zone (or at any other position being able to move next to the Ogre in order to attack).
Using the Plow card, move Captain Thistle next to the Ogre. Following, strike the Ogre subsequently with the 'normal' attack and the Poison Shot card. This leaves it with 1 HP while being poisoned, meaning it will die at the start of the "Enemy Turn".

Above is just one many ways/combinations to kill the Ogre. Since at this point you could already have any combination of 'characters' and possibly the Sow+/Reap+, it is depending on the situation what might be the best action for defeating the Ogre.
***

*After the Ogre is gone*:
Basically, the game really starts when the Ogre is dead. It clears the path towards the 3 Beacons.

The first action is to kill the Bat which is (every turn) attacking Phoebe's Beacon as soon as possible. If you have used Captain Thistle to kill/strike the ogre, only 1 Move card + the Plow card are required to reach the tile next to the Bat from where it can be killed using the 'normal' attack. This way, your (Phoebe's) Beacon should have 12 or 13 HP by the time you have killed this Bat.

Also, by this time likely you have Spitunia and/or Bamboomer in play besides Captain Thistle. Start moving at least Spitunia towards the Beacons. Bamboomer could be used to either strike at the Sentrybots in their lane (see the explanation at *Bamboomer* above) weakening them or Bamboomer could also be moved towards the Beacons. Moving both Bamboomer and Spitunia towards the Beacons could turn out tricky since the amount of moves is limited and Bamboomer can only move 2 tiles for every Move card.
***

*Striking Beacons*:
If you have followed the tip at *Use of the Thorns card* above, your Captain Thistle should have 5 attack strength. Since both enemy Beacons have 16 HP, this means 3 strikes at them of which (at least) 1 strike has 1 extra damage. These extra damage strikes could (for instance) be coming from the Reap+ card or Poison Shot card. Besides the use of one of these cards, 2x a 'normal' attack or 1x 'normal' attack + 1x Attack card is what is needed to take down a Beacon.
***

*Multiple uses of the Sow+/Reap+ card in one turn*:
Since every turn gives you 5 energy to use and 1 times using both the Sow+ card and the Reap+ card takes only 2 energy, means that you could find yourself running a turn where the card is used twice on each side which brings major benefits (in total 2 extra tiles of movement + 2 extra damage).
***

*Beware of the movement range of Combat Slimes and Sentrybots*:
While you are busy rushing to the Beacons in an attempt to destroy them, keep a close eye on the movement range of both the Combat Slimes and Sentrybots (each can move 3 tiles per turn). Prevent from finding your 'characters' in the attack area of any of the enemies at this point.
***

*Beware of the attack range of Sentrybots*:
One of the largest pitfalls when working on destroying the Beacons will be the fact that the Sentrybots have an attack range of 2 tiles. This in combination with their movement range requires some extra attention when preparing to move your own units close(r) to the enemies and or enemy Beacons.
***

*Moving in and out of range*:
While attacking the Beacons, it might sometimes not be possible to strike the Beacon (or an anemy unit for that matter) in one turn with the required force to destroy it.
If this is the case, but you have enough moves (and of course attack possibility) then you could consider the steps:
- Move in
- Strike
- Move out
***

*Using one or two more turns doesn't hurt*:
When you find yourself in a tricky position which would make it impossible to strike (in full) without losing a unit, the make sure that you could also consider if not trying to finish it all in the current turn would 'hurt'.
***

*You win as soon as you destroy the second of the two enemy Beacons*:
The moment that the second enemy Beacon is destroyed by you, the level is finished and you have won.
This could be interesting in a situation when one of the beacons has (a lot of) enemy units close to it which could hurt or even kill your unit. If you are able to destroy the beacon before you end the turn, they will never be able to make their next move.
***

*Take Poison Attack into account*:
Spitunia provides 'Poison Attack' for every attack it does, even the 'normal' attacks.
Also with the use of the Poison Shot card, it is possible to have any of the other units provide a 'Poison Attack'.
Poison Attack will take away 1 HP from the poisoned (enemy) unit at the start of its turn (before it can move).
This could be helpful in a Strike & Run action (Poison the target and move to a range which it won't be able to reach before it loses its last HP). But it could also help when you would not be able to completely kill an enemy unit... In that case, the poisoning could be the thing taking away the last HP of that enemy unit.

Beware!: Beacons cannot be poisoned. As obvious as it sounds, it is still good to keep in mind.
***

*Following the guide could also get you the second objective (not lose any units)*:
When this guide is followed and you take a little care not to move your units in harms way, it should be very well possible to finish the level without losing any units and therefore checking off both objectives of this level.
***

If you have any remarks about this guide, let me know in the comments below so I could improve it.
1
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20 Apr 2023 04:48

Monster Deck
Commander: Big Mad
5X Move
2X Attack
Sunshine
Transplant

Load up the level Finals in Science Fair. This level is straightforward, you need to protect your blue beacon and destroy the two enemy ones. From the start, make your way up fighting through the enemies to reach the beacons. Then, clear any enemies from your beacon before moving across and destroying theirs.
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