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Recollect Board Game Review

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What Spirit Islands are you comboing?

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05 Nov 2022 23:07 #336644 by Gary Sax
I tried the defend Horizons spirit and had a good, simple time with it. Strongly recommend Horizons as a product if you haven't tried spirit island, great value! For veterans, harder sell but I don't regret it.

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24 Nov 2022 22:51 - 25 Nov 2022 11:52 #337003 by Gary Sax
Been playing a lot of Spirit Island, working on my Grinning Trickster game.

God damn, I find England so much harder than any other invader save maybe Russia at equivalent difficulties. Just punishing. We gutted out a late win against lvl 4 but it was a struggle.
Last edit: 25 Nov 2022 11:52 by Gary Sax.

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25 Nov 2022 10:06 #337006 by Bernie
Just had the same experience.
England tore us up. Was Fathom and Teeth, and we were just getting rocked. Turned into Major pray and spray.

I don't know that Trickster has a great kit to deal with England. Downpour would be my first pick. Maybe teamed with Fathom. Some strong stuff there. Isolate seems like the best way to deal with some of Englands game.

Sweeden on the other hand is Tricksters sweet spot.

Also been getting a lot of games of this in. @ six player games and a bunch of 2s. Mostly with the Horizon spirits but not exclusively. Been working on Downpour.
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25 Nov 2022 11:25 #337010 by Gary Sax
I was definitely struggling, my wife's late game Wildfire had to sweep in and drop the hammer on my half of the board a couple times. Trickster's progression and growth management is probably the hardest of any spirit I've played. It doesn't look tricky but his track is fucked on everything but card play. He needs energy to charge his "spread another strife" power but taking the extra energy option is extremely limiting on your growth early in the game. I only got to 4 card plays/any element on the track deep into a stage III.

It's extremely non-obvious, but I think that Trickster's 2nd line "Let's see what happens" power is very important---it has you add a card to your hand but, honestly most crucially, it has you also *gain an energy* which is incredibly hard to come by. It also cycles a card into your hand from your discard if you forget one of you discarded powers. I think you're intended to be doing this a lot even with powers that aren't a great fit.

Trickster really needs to start pulling major powers by about mid game. He simply does not have the juice to deal with big builds and cities without it, and his card play->energy option will power all but the biggest majors.

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25 Nov 2022 11:52 #337014 by Gary Sax

Bernie wrote: Also been getting a lot of games of this in. @ six player games and a bunch of 2s. Mostly with the Horizon spirits but not exclusively. Been working on Downpour.


Also, wow on 6 players. How do those go? Do they go long?

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26 Nov 2022 10:02 #337027 by Bernie
It depends.
I have played a few. Both of the 6 players had the same people in them. We did the second on the Canonical map. Which was a bad choice in hindsight. It's hard for me to read, so it was really bad for the rest of the table. Biggest issue was the noise. we were in a loud room and had to pause a lot so people could hear. but it went well. Nowhere near as fast as a 2 player. But it's a whole different thing.

First game was the 5 Horizon spirits and Lure. Second was Trickster, Thunderspeaker, Downpour, Fathomless Mud and Teeth maybe and something. I can't recall. Hard to take much from that game. We saw such things as a first turn 4 explorer kill from sudden ambush from Thunderspeaker. Lots of just odd things that would not normally happen in a game on open but the map provides there.
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