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It was the IL. He popped a few PCs from reading the RD.
As the DU I destroyed a couple and seemed like the NE did as well
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(07-20-2016, 03:28 PM)The Du Atuan Wrote: It was the IL. He popped a few PCs from reading the RD.
As the DU I destroyed a couple and seemed like the NE did as well
The Necromancer did destroy your Druid's hidden capital. That first attempt to take it was a disaster so we decided to just get rid of it.
Another tidbit that I found interesting. I had control of Talking Mountains with just the city and villages, no towns.
On the last turn we were very surprised that the Demon Prince took control of R1. That was due to taking just one village from the Druid.
I am not certain that I want to see the 'Trick of the Trade' attribute capped. While it has a huge impact in a team game, it does require quite a few orders. Most turns saw my Pirates using 4 orders and the DE and NE each using 2 orders dedicated to trading. It was worth it, but still costly.
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
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Yes that first attempted went rather well for the DU. One of the few bright spots for me.
I should have just destroyed the village, but at that point all the water PCs were your teams and I couldn't reach there. Wouldn't have mattered as you guys had enough with or without the region.
Trick of the Trade has a huge advantage in team games. Especially in that it can boost wizard development and pretty much give you plenty of cash to push influence. It should have only taken 2 orders from the Trick kingdom and 1 from the other kingdom. You guys are allies so gifts work as well.
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(07-20-2016, 03:51 PM)Atuan Wrote: Yes that first attempted went rather well for the DU. One of the few bright spots for me.
I should have just destroyed the village, but at that point all the water PCs were your teams and I couldn't reach there. Wouldn't have mattered as you guys had enough with or without the region.
Trick of the Trade has a huge advantage in team games. Especially in that it can boost wizard development and pretty much give you plenty of cash to push influence. It should have only taken 2 orders from the Trick kingdom and 1 from the other kingdom. You guys are allies so gifts work as well.
You are right; 6 orders and not 8
DE trade with Pirate
NE trade with Pirate
Pirate trade with DE
Pirate trade with NE
Pirate Gift DE
Pirate Gift NE
One cool thing is that the Pirate gest the 25% benefit from all trades, not just from gold and food. Prisoners and Artifacts also work.
Of course, you have to make certain that you don't draft two kingdoms with the trait! That severely limits what you can do.
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
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DE gift PI
NE gift PI
Pirate Gift DE
Pirate Gift NE
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Even better would be
LD gift JF
AT gift JF
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(07-20-2016, 05:38 PM)Lord Diamond Wrote: (07-20-2016, 03:51 PM)Atuan Wrote: Yes that first attempted went rather well for the DU. One of the few bright spots for me.
I should have just destroyed the village, but at that point all the water PCs were your teams and I couldn't reach there. Wouldn't have mattered as you guys had enough with or without the region.
Trick of the Trade has a huge advantage in team games. Especially in that it can boost wizard development and pretty much give you plenty of cash to push influence. It should have only taken 2 orders from the Trick kingdom and 1 from the other kingdom. You guys are allies so gifts work as well.
You are right; 6 orders and not 8
DE trade with Pirate
NE trade with Pirate
Pirate trade with DE
Pirate trade with NE
Pirate Gift DE
Pirate Gift NE
One cool thing is that the Pirate gest the 25% benefit from all trades, not just from gold and food. Prisoners and Artifacts also work.
Of course, you have to make certain that you don't draft two kingdoms with the trait! That severely limits what you can do. The game is designed for 12 players communicating. But players ask for endless variations and we accommodate and then it is wow, in this variant, with this combination of teams, we can exploit this trait in the design.
Anyway, i don't get as worked up about it as I used to.
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I think I have gifted JF enough right now
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(07-20-2016, 08:02 PM)Ry Vor Wrote: (07-20-2016, 05:38 PM)Lord Diamond Wrote: (07-20-2016, 03:51 PM)Atuan Wrote: Yes that first attempted went rather well for the DU. One of the few bright spots for me.
I should have just destroyed the village, but at that point all the water PCs were your teams and I couldn't reach there. Wouldn't have mattered as you guys had enough with or without the region.
Trick of the Trade has a huge advantage in team games. Especially in that it can boost wizard development and pretty much give you plenty of cash to push influence. It should have only taken 2 orders from the Trick kingdom and 1 from the other kingdom. You guys are allies so gifts work as well.
You are right; 6 orders and not 8
DE trade with Pirate
NE trade with Pirate
Pirate trade with DE
Pirate trade with NE
Pirate Gift DE
Pirate Gift NE
One cool thing is that the Pirate gest the 25% benefit from all trades, not just from gold and food. Prisoners and Artifacts also work.
Of course, you have to make certain that you don't draft two kingdoms with the trait! That severely limits what you can do. The game is designed for 12 players communicating. But players ask for endless variations and we accommodate and then it is wow, in this variant, with this combination of teams, we can exploit this trait in the design.
Anyway, i don't get as worked up about it as I used to.
I like ToT the way it is. Enough kingdoms have it that really if it is something you as a player find important it is easy enough to draft in a multi kingdom game. Limiting it to only trades without ToT was I think the only thing that needed to be done. Really if your getting gross amounts from the trades per turn likely you do not have resources issues and are actually wasting valued orders anyway. There are also many other ways to make extra gold as well like industrial advantage, treasure dens and 711.
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For clarity, I wasn't bitching. Just commenting that while it is powerful, it comes at a significant cost.
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
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