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What Spirit Islands are you comboing?
I will report back with impressions tonight, not sure I want to play Finder in the setup my game will be, have all day to think on it though.
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I only gained powers twice but I was not lacking good cards in each draw. Too small a sample size to tell much.
Lure is much much more strait foreword than Mist is, just a real clean play experience. I like both so far.
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I'm so used to putting either an adversary or scenario into play that maybe the way to go with the more complex spirits is to leave them out and the complexity of the spirit is then enough to contend with. Skimming off a couple of invader cards and adding extra fear cards is then a way to make it more challenging without adding complexity.
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I think once my spouse plays Lure she'll never play anything else, she's a thematic gamer and she only rarely played anything besides the wilderness spirit from branch and claw because of theme.
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- Jackwraith
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I'm not a huge Sharp Fangs fan, largely because I think it's too impacted by the power decks. It has easy access to them, but if you don't draw powers that involve Beasts or especially placement of new Beast tokens, you're going to be hampered. The other problem is that Sharp Fangs is highly Presence-dependent (i.e. not much range) and, of course, Serpent wants to be swiping Presence.
My Minor draws weren't that great, but my first Major was spot on: Insatiable Hunger of the Swarm. That's pretty much the ideal Major power draw for Sharp Fangs, since it's fast and constantly generates Beasts, albeit with Blight. I pulled Thickets Erupt later, which is also decent, mostly for the Wilds tokens. Serpent would round out the Majors for the night with Fire and Flood, which pretty much put paid to the last significant outpost of the Invaders and which generated a relatively comfortable Stage II win. We got as low as a single Blight on our Healthy Island side of the card, but with Serpent's regular ability to remove it, we did OK. And, once again, the element tokens turned out to be a great addition, since I had Elemental Boon from turn 1 and kept feeding Lightning (and me) with the Air and Beasts we both needed to keep our innates operating.
Maybe the deck bloating isn't as bad as first thought? Dunno. Sample size issues on both sides of the argument, of course. Next time, it's a new spirit, for sure. I tried to tempt my girlfriend into the Lure/Oceans combo, but she opted for the fast, flashy guy. Not sure how well that combo, needing some build-up, would have worked with the largely somnolent Serpent, either.
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Volcano + Stone and Trickster +Shifting Memory were the spirit pairings with Rampant Green, and they were all pretty great. Trickster felt a little erratic, particularly when I started with the arson card and inadvertently burned down one of my own presence discs in the process. It feels very much like it is filling a design space for 'insert random chaotic character here'. I don't know if I would be in the mood for it very often as it does change the character and tempo of the game a bit. Reminds me a little of Wildfire where it can be frustrating for the other player's carefully-laid plans.
Volcano I really enjoyed, I love the way that its presence waxes and wanes in a similar way to Ocean. I didn't get a chance to blow up into the top end of it's innate, I think that is something which is only realistic when working with spirits with strong push/gather or defend - it's a slow build to get enough presence out and not worth blowing such a large stack of it unless there is a worthy target that has built up over time.
The learning game was super interesting as it put JE (and also Branch & Claw) into stark contrast. I gave Earth to my daughter as it's the simplest one to play, then I had Lightning so that I could make her go fast if she was struggling with her planning, and my son had Rampant Green so that we could help her get presence out and see how the spirits flex at higher power levels. It was a super fun game and refreshingly straight-forward, the turns just go by at a clip when you don't have tokens, events or side-rules to think about.
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Have been unable to fix so far.
I ha e revived my copy and ha e a few games under my belt now.
Got my first game In As Finder. It’s a wild spirit. I was paired with Fractured. We rocked the game pretty hard. Lot of wacky plays. Finder is really neat. Lot of movement.
Played more games as Lure and Shroud. I still really like both. I think Lure is the most straightforward spirit in the expansion. Really strong. Was paired with the new Stone retaliation spirit. There were big death zones loaded with badlands by the end of the game.
Shroud is super fun. And plays so different. The way I was playing it I had a lot of invaders dangling in my lands. This works well for lots of fear. If you also ha e a constant churn of new stuff spawning. It’s a different feel. Kinda like how Bringer feels like your on a knifes edge till you turn the corner.
One more game as Starlight. What a cool spirit. I got lucky and got two strong earth / fire minors and proceeded to defend and kill with inates for the rest of the game. I found the biggest question to ask with this spirit is how to I reclaim cards. Once you decide that it’s not too bad.
I have had great experiences to date with the new minor powers and deck mix. Jane not really played with the majors yet.
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Played the aforementioned game. God, what a design this is. The wildfire spirit is incredible in how thematic it is.
Completely understand the earlier comment about complexity. This is a definite complexity increase.
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