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I chose "cardinal" because it was more likely to be understood.
- A mostly irrelevant nitpick but 'orthogonal' is probably a better word than 'cardinal' here. Doesn't really matter
- Egg kills don't count towards your kill requirements, which is honestly a bigger reason to prevent them than the actual risk of hatching
- Turn 1 is super important because you almost always have to pick what bug type you're going to 'let' evolve. I always prioritized killing orange, because the drone guys are a nightmare (and the death trigger oranges are annoying too). The armored purple can also really gum things up so I'll prioritize those second if there are no oranges or I'm able to get rid of all of them. If there is more than one bug left at end of turn, I *believe* it's random which one evolves
- Cubes also block bug spawns, so leaving or placing them strategically can help you control the field. This can be especially potent with blowing them up in chain reactions (as long as you can Shift or hop to a different elevation first)
You can move through one too, you don't have to end your turn on the bug, which is nice with modules like Sprint
Also worth noting that you can strategically shove bugs to line up Shoot actions, keeping an eye out for those opportunities is valuable
> (Haven't actually died to that yet but I assume it's possible.)
Unfortunately it definitely is, I died to this twice trying to get cherry. It's not just standing next to a two cube square either, since the explosions chain - you want to be careful not to end your turn next to any cube that can be chained to a two cuber.
> When you buy a module, a random module will replace it, usually one with a similar cost from what I've seen.
I believe the bottom 3 slots are always 3/4 cost and the top slots are always 2. So if you buy a 2 it will always be replaced by a 2, but you could buy a 3 and see it replaced by a 4 or vice versa