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What Spirit Islands are you comboing?
- Jackwraith
- Away
- Ninja
- Maim! Kill! Burn!
mezike wrote: Going into the final round we had no less than twenty five blight on the board, the island was an horrendous mess but there were only two cities left which we were able to pinch off in the following fast phase for an excruciatingly close win – one invader card, one blight, and only three presence each on the island. It was the closest result we’ve ever had and a wonderfully tense game to go from certain failure to victory over just two action-packed rounds.
"We had to destroy the village in order to save it."
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- Jackwraith
- Away
- Ninja
- Maim! Kill! Burn!
- Posts: 4373
- Thank you received: 5701
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Yep, me too...Gary Sax wrote: Yeah, we play this game enough in my house that I sort of regret bundling those two spirits in with my expansion KS since I could get them right now and get plays.
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We lucked out this game with the powerful blight card which flips to 5 blight per player + remove a presence per turn. This is normally bad, but with the ability of both Spirits to extend range we had no issues with minimal presence.
We do d a good job controlling ravages and builds up until the Level 4 England started to fortify in a central jungle. We merrily herded them in, just shy of the England win condition, then nuked the shit out of them with Shadows using Dahan to extend a 2x Poisoned Land while I went ham on the Cities built on the coast for a swift Fear Level 3 victory.
The combined fear output of both spirits was outrageous towards the end, with 3 cards about to be flipped before the final invader phase. We already won, but played it out just to see how thoroughly England was decimated: 2 surviving explorers were huddled together in the desert while everything else was dead. The Island may be spoiled beyond repair, but the invaders are gone!
Lightning is a tight spirit to play. His energy track is stunted, forcing the player to take Spirit Growth mostly for energy and early reclaims. The best growth option was forever taunting me; I only had one opportunity to take the double presence option right after the Blight Card flip. I was forced to be extremely conservative with energy expenditure and careful with presence placement throughout the game.
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We had been playing for two hours by the time we hit stage three and the island was infested with big settlements all over the place with a coastal ravage followed by the first double-build. It was inevitable that we were going to blight at that point but we had also just reached tipping point with enough options to clean out several lands per turn. Although we were up against it I believe that with the rebellion event about to come around we would have been able to hold the invader back well enough to drive for a fear victory, although it had got to a level of such ridiculously high stakes that it was equally possible we would run out of towns or suffer uncontrollable blight cascades. We simply had a mental meltdown with the complexity of our interleaving activations and with it being a school night we decided to capitulate rather than push ourselves any further.
Finder (in its current form) is extremely complex in how it changes the board state and reach of powers and mixing it with three other flexible spirits just made for too many options. It also has a crazy presence track where you move around a matrix of options rather than across two straight lines, so it requires a lot of focus and understanding to play well. I’m cautiously looking forward to the final version as it is far more demanding than any of the existing spirits.
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I just got the new kickstarter preview for a new rain spirit. I really love these updates, I usually don't give a shit about kickstarter updates tbqh. But these are such interesting insight into his process and he's so descriptive... I am continually impressed by the thoughtful design on this game.
Also looks like a very cool Spirit. So excited for this kickstarter.
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That update was pretty awesome, just a great looking spirit that does interesting new stuff to the game. I had to set myself a hard rule that I will only play Many Minds Move as One so I have lots of new content when the expansion lands. Also to prevent muscle memory for spirits that might change. Seeker really calls to me though.
Keep up the great work guys
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Had a super satisfying turn today. I was playing the Vital Strength of the Earth. He is not one of my favorites, but I run through them all and it was his turn. Kim was playing Spread of Rampant Green. With this combo we both had all our presence off our spirit boards before we hit stage 3, which is pretty sick. I got off my tier 3 innate to repeat a power that costs 6 or less and fired off Manifest Incarnation with the threshold met for a combined total of 25 fear. With some other powers that happened we landed 4 fear cards at terror level 3. It just felt real good. I so can't wait for more new content for this.
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