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TOPIC: What Spirit Islands are you comboing?

What Spirit Islands are you comboing? 23 Oct 2018 17:25 #284563

Actually going to through your replay and play it out for myself. Thanks for this.
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What Spirit Islands are you comboing? 24 Oct 2018 05:13 #284587

My pleasure. I had a run through myself on it last night and there are some typos due to my indecipherable handwriting but it’s mostly correct and good enough for you to figure out what we were doing.
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What Spirit Islands are you comboing? 04 Nov 2018 11:53 #285249

Just taught this game to my spouse, took all of the advice here on intro games where it differed from the rulebook: no lightning dude, I used the river she used the green spreading wilderness faction. No using the programmed automatic power progression.

Huge hit! Spouse loved it. Went way better than my solo learning games. I never would have thought doing the card buys thing yourself would be better for new players but it really is. Thank you again for that advice. I think I wasn't really groking how important getting minor/major powers was.

We won in the 2nd fear stage but that was because of did the extra growth before the first turn.
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Last Edit: 04 Nov 2018 11:54 by Gary Sax.
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What Spirit Islands are you comboing? 05 Nov 2018 06:17 #285270

Glad it went well. It is so fantastic two player.

And games go much faster without teardown and setup if you can manage to leave it up :)
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What Spirit Islands are you comboing? 05 Nov 2018 08:46 #285289

If I didn't travel all week I'm guessing it would have stayed on the table!
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What Spirit Islands are you comboing? 05 Nov 2018 10:34 #285313

Either of you guys tried the expansion spirits? I think they both look cool but the creeping wilderness one that pushes the Dahan had me excited to try it (eventually, one step at a time).
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What Spirit Islands are you comboing? 05 Nov 2018 11:08 #285318

Yep, both are great although a little more complex. My son loves to play Sharp Fangs so it comes out a lot, but I’ve never really figured a good way to play wilderness that is as satisfying as some of the other spirits. I’d very much recommend starting with Thunderspeaker for a spirit that moves Dahan around, that one is a lot of fun as you get to take the fight direct to the invaders. Maybe that’s why I’m not so into Wilderness, it feels kind of passive?
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What Spirit Islands are you comboing? 05 Nov 2018 18:47 #285376

Keeper is one f my favorite spirits. He plays a little different, as you always want to end your turn with 2 or 3 energy. Generally he just houses a board. Starts pretty slow though.

The thing to keep in mind with the expansion is that it really randoms up the game. I think this is much needed after you play for a bit. In base you have 2 random things. Fear cards and invader cards. The event deck totally messes with everything. in a great way.
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What Spirit Islands are you comboing? 05 Nov 2018 21:35 #285387

Yeah, the event deck doesn't do much for me on first glance. Might feel differently if I played enough for it to get stale. A problem it would be nice to have!
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What Spirit Islands are you comboing? 06 Nov 2018 01:08 #285389

I absolutely agree. Now that you know what you are doing you will reach a point pretty quickly where every game at the base setting is ending in victory in stage II level II and it starts to lack a challenge. That’s the point I’d recommend to add in Prussia as an adversary which is low overhead and to include the expansion tokens and event deck.

What the events do well is throw curve balls at you so that you have to contstantly challenge your strategy and readjust, it keeps you on your toes and stops the game feeling stale. Which conversely is totally unhelpful when you are trying to learn how to play!
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What Spirit Islands are you comboing? 11 Nov 2018 13:45 #285958

Played again today, good time had by all... still using bonus growth training wheels but if we're having fun, it's all good.

I was using the slow rock guy. I'm starting to grok that while defend isn't as good as killing dudes, it's still not a bad option at all. Since each color will come up so rarely and with such long lead time, it's reasonable to handle groups with defending for the medium term. This game is short and doesn't cycle through colors very much. It's like when you think about space racing in Twilight Struggle, more often than not you won't see the cards often enough again to make burning them at some cost to you worth it.
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What Spirit Islands are you comboing? 11 Nov 2018 18:08 #285967

Spouse wanted to play another one... very tight game, one move from losing, but we pulled it out. I had a hell of a time with the Dahan location for one energy spirit with tons of 0 distance powers. I was moving dahan around to kill tons of stacks (w/a defense power I pulled) but that also meant the Dahan were NOT spread around the board well at all.
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What Spirit Islands are you comboing? 12 Nov 2018 01:30 #285974

It sounds like you are really getting the hang of it now! I think that the level of complexity can create a bit of a barrier on the learning curve but once you get over the hump there is so much to discover in the detail of how different spirits work with different powers and how they all combo together.

It sounds like you are mostly playing with two? It changes a bit with three because the extra border gives the invaders greater reach but also allows for greater collaboration between the spirits.

I hear what you are saying about Earth and manipulating movement and defensive powers. When you add in the expansion there will be a few more options for this with the additional tokens so I would say that it is actually an important part of the gameplay. When you play at higher levels of difficulty there are very few occasions when you outright go on the warpath from the start.
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