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What Spirit Islands are you comboing?
The aspects really give more punch to shadows. My biggest issue was crap minor draws. I have not yet played with the 4th aspect. Not sure I will need to. I can see how it plays in my head. Great option for new players though. Not needing to spend energy to buff your range really fixes the early game energy woes that Shadows was plagued with. The last game we played River had to forget it’s other spirit energy gain card due to us needing to pay for an event and I payed all my energy and we did not miss a beat. It was pretty huge.
Doubt I will every play Shadows without an aspect again.
My next game will be with Vital Strength of the Earth. Trying out the different innate. I am not super interested in the aspect that removes defense but requires over eight damage to place a blight. I can think of some uses for that. Maybe a high difficulty Sweden game. But not on my list to try right now.
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I got some decent minors but in this game the real stars were Vitals starter cards. They all did stellar work. With Mights middle two tiers adding damage to damage dealing powers I was dropping 6, 7, and 8 point Rituals of Destruction. I had a minor laying badlands. One turn I was able to Ritual twice. I did not bother to learn another major with Vital. It was a bit surreal. I want to try it again. That’s a pretty great thing for a spirit I have mostly given up on playing.
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It plays so well. The more I think about it it’s weird. I am not sure if it’s good or bad. The two cars plays makes Vital feel a lot like other spirits. The slow plod was character. I am way to in my head with this. I really like the new play style though. This confuses me greatly.
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Played as shroud teamed with river. I super dig shroud. I need to scale back my level of dangle with Shroud some times though. I had to begin the game but then an event threw guys on a build site I had just cleared and just like that I was behind the eight ball. I blew up. Lot of stuff. We won on terror level three by killing two cities. I was churning the fear. Finished with a healthy island only one blight away from that changing though.
Had pretty decent minor draws. I still love this spirit. It’s tricky to play though. It has so many tricks to do things.
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Stone and Vengeance taking on lvl 1 Russia. I had rockstar draws with vengeance. I pulled Hazards spread across the island and gift of constancy for minors and then hit the trifecta of majors for vengeance. I got Vengeance of the Dead which is half the silliness that happened. If your unfamiliar bit does 3 fear and during the rest of the turn 1 damage for each building or Dahan killed in target land. With the kicker the damage can be I. Adjacent lands too. I also pulled Angry Bears and Settle into hunting Grounds. They do damage and have symbols vengeance wants.
So far this is just a lot of damage. Where it got interesting is Stone learned Weave together the fabric that of place. This merges two lands into one for a turn. Once again. It’s a pretty great power for Stone. Let them defend and kill stuff in adjacent lands.
We managed to tie these two powers together with our built in powers or rules to cause some truly obscene levels of dumb on what was the last turn of the game. We merged 2 huge lands that had one ravaging. Took the blight from the box and had 4 blight between the two lands at this point and stone retaliated and killed things. Which fired of vengeance of the dead and every building killed started a chain that caused 5 damage (one plus 4 from the blight) in said two lands or any land adjacent to them spent as we wanted. This resulted in a board clear.
I don’t think I have ever seen anything in the game scale quite like this did. It was pretty amazing.
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My most simple advice. If you can grab a card that plus badlands, give it a shot.
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We ended up staying up late and playing three times a couple nights ago, it's like we just got the game again.
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This evening I played Vital Strength of Earth again against Sweden lvl 3 (difficulty 5), using the only energy till 6 energy, first turn major pull style. We won, but I struggled a little because my first turn major pull was the one that lets you pull more majors. On one hand, that's *exactly* what vital strength needs long term, on the other this is a risky, no margins strategy where you really need something to be doing some board effects on your first pull.
We're definitely getting our groove back, we ended on difficulty 6 or so before and we're almost backu up to about that level.
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This is one of those games where I'm just like "I should send this to everyone I know for christmas, especially if they have a partner in the house who would game." I resist that feeling, but...
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These two have neat synergy, but then deep lure has fun synergy with just about anybody who has any use for tokens. Many Minds is a fun challenge, complex enough to get me thinking but not a ballbreaking too much work challenge like say Hidden Paths. The tension of trying to find the damage for Many Minds is somewhat stressful; it has tremendous, tremendous defense but can't protect everywhere or wittle down the enemy. Has to rely on dahan and i was just not drawing the dahan moving cards I needed.
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Meanwhile, my lad clocked on to how to make Starlight work well which is to pick a channel and double down hard. He also went for board control with some presence movement and town destruction that enabled him to hit a town anywhere on the board during growth and to mess around with explorers. It wasn't even a competition, and we made total board wipe during fear stage 2 invader level 2.
Minds + Thunderspeaker is right there in the 'ultimate combos' list, much more satisfying than even Sharp Fangs + Thunderspeaker. The combination of range plus mobility is just so devastating if you use it deftly alongside their base power cards.
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