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What Spirit Islands are you comboing?
But in all honesty I was going off your posts in other threads too.
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But man am I bad a this game. Luckily I have all this talk to fall back on.
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Just confirmed my stuff for the newest expansion kickstarter and I finally looked at the updates, since I generally just go in for a kickstarter and then intentionally forget about it till it shows up on my doorstep. It looks like they're going wilder and more creative with the new Spirits (e.g. Volcano) which is awesome. I had been waffling on adding the wooden tokens, but my spouse actually told me I should absolutely add the wooden token and insert options which, my spouse is definitely a pretty big gamer now, but for her to want me to buy overpriced frivolous aesthetic expansions says a lot about how the game has been received.
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The new spirits look great. I can't wait for them. Diversity in how you play is what really matters in this game, atleast for me, the scenarios mix it up, as do the adversary but really its playing the same and different spirits with different power power cards that make it hum.
On a difrent note, can't wait for one of you to try Bringer of Dreams and Nightmares. We have not really talked about this spirit. This is another one that really changes up the game in some fun ways.
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I didn't realize how fundamentally I was messing that up until I decided to take Bernie's cue and try the Nightmare power, who has that specific ability as *one of its powers.*
Jesus!
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- Jackwraith
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SaMoKo wrote: Welp! I would have made this mistake if I hadn’t read over all the spirits first lol
Ha. Same. I was reading Nightmare before I had read the Fear rules and was wondering why that was so important. Then after a couple plays, I realized that it's a real edge for the players to know just how that card is going to be implemented, especially in Stage III, when the terminology ramps up to be more broad (i.e. instead of "Remove X Explorers", it becomes "Remove X Invaders", meaning you can sweep Cities away with the Fear card.)
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Bringer is just fun. Landing that 24 or more fear turn with him is ever so satisfying.
Bringer also plays well with others.
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Nightmares is a real motherfucker. My spouse was grumpy as well, so that might have been it too, but I felt like it was 10 turns of just barely pushing enemies around. We didn't come close to losing but it was still frustrating. Need to try it more. Good that the game still has surprises.
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He’s a very aggressive Spirit who plays brinkmanship with board control. His fear foreknowledge gives just enough control to stay above water until you win. Good Spirit, but man it can be tense.
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The card that lets you gain a major is pretty great, 2 fear for your defense power is great. So can rolling the dice on a Major hail Mary, you can shift the game with it. or just gain the power for future turns.
I usually go energy track till I get the any symbol then go for 3 card plays.
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In other news, it had totally slipped past me that the playtesting rules for Jagged Earth have been made available, with the relevant thing here being that they contain rules for playing without events whilst still keeping the tokens relevant. The draft rules can be found here .
"To play without Events, but keep Beasts tokens relevant:
Setup:
• Leave the Event deck in the box.
• Add tokens to each board per the usual rules. (Balanced boards: 1 on each board in the lowest-numbered land without setup icons. 1 on each board in land #2. Thematic boards: as printed.)
• Add 1 extra Fear card to Stage II of the Fear deck.
• Don’t use a Blight Card where the Blighted Island side has 2 Blight/player or only immediate effects. [For you, that means playing with one of the 2 Blight cards from the base game.]
Gameplay:
• Once during Invader Stage II and once during Invader Stage III, the Spirits may command all Beasts on the island during the Spirit Phase. (Consensus is required.)
• When you do this, each Beasts token in a land with Invaders does 1 Damage or 1 Fear, players’ choice. Each Beasts token in a land without Invaders may be Pushed to an adjacent land."
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That trio actually worked really well. I made collecting Elements on power cards a point of emphasis to everyone, so everyone had ready access to their innates. That combo also has tremendous access to power cards, since Thunderspeaker gets two on recall and both Shadows and Green draw one on two of their three Growth options. We reshuffled the minor powers a few times and picked up multiple majors. Entwined Power was really useful, since both Shadows and Green can achieve a nice spread of Presence, so we could drop 2 players' minor powers all over the map. I had a little trouble with Thunderspeaker's Growth options, since they're pretty extreme and I had a couple turns where I had cards but no Energy or Energy but not enough card play options. But once I got a couple good-sized groups of Dahan, I could do massive damage by shifting them this way and that.
As soon as we got the win, Larissa looked up and said: "I like this game! I would play this again." I still feel like AP is a problem. It took us about three hours to play, which isn't bad, but a lot of that time is still spent agonizing over cards and combinations of moves. I know that will improve as we get more familiar with both the game and the different spirits, though.
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Yeah, AP can be a problem. I would recommend that you keep playing the same spirits for a couple games if you have people who need a lot of time to read cards. It really helps to know what is on your opening cards and your board. That reduces AP quite a bit.
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