| How to Play SpiritWars Well | ||
By John
Richards |
||
| Because of the
large number of potential spirit combinations, the varied terrain, the varying distance
between the castles, and the luck of the draw, there is no one ideal mix of spirits that
will dominate every opponent. (It wouldnt be much fun if there were.) However, there
are some general guidelines to keep in mind as you fine-tune your dungeons. First, take some time to go through your kingdoms population and look at each Spirits detail screen. Get familiar with the capabilities and limitations of your pieces. A good dungeon will require a balance of energy, combat and defender spirits, as well as spells. The amount and type of energy you have
available in your pool each turn will dictate what you are capable of accomplishing.
Playing with a dungeon which draws all of its spirits from
As in most of lifes hostile encounters, spotting your enemy before he sees you gives you a significant edge. Include some scouts in your mix. An ideal scout would have a high movement allowance, be able to see a long distance, be able to move on the turn that it is activated, and not cost any energy to move. There are no spirits that combine all of these qualities, but there are several that come close, and the application of the proper attribute spell can turn a good scout into a great scout. Ranged attack units like slingers,
spearmen, and archers can attack from up to 2 hexes away, a few can attack from
as far as 3 hexes away. There are wizards and clerics who
can affect any enemy unit currently in sight. There are also direct damage spells
and attribute affecting spells that can
be targeted at any visible enemy unit. This presents a challenge to the basic
sword-carrying infantryman. Preferred strategies
At the beginning of a game the map is visible in a 2 hex radius from the home castle. With energy spirits it seems straightforward enough: +1 energy per turn if located in its matching terrain type. It is tempting to cast a Sawmill in a Woodlands hex adjacent to the castle. There it would produce 2 green energy per turn instead of the single point it would generate if located in any other type of terrain. Often the early energy boost this can provide can get a critical combat piece into play one turn sooner. On the other hand, energy spirits can be cast into any hex adjacent to a friendly spirit, whereas combat spirits MUST enter the playing field adjacent to the castle. Since only a few select energy spirits can move once put into play, clogging the entry hexes beside the castle can make bringing new combat units into play slow and difficult. If possible, cast a cheap combat unit first, and then on the same turn cast the energy piece next to it, 2 spaces away from the castle. In a perfect world, you would cast the energy spirit on the side of the castle away from your opponent, but you wont always know which side that is. A player who hopes to reach the top of the
Valhalla rankings must fully understand how map terrain affects game play. A Drylands
(yellow) unit in a Drylands hex gets +1 to its attack strength. Equally important, this
unit would ignore the
In the free version, both players have an equal chance to be Player One or Player Two. Similarly, play order will be randomly assigned in the member version for players within 10 rating points of their opponent. However, to maintain play balance in the member version, players with a ranking more than 10 points below their opponent will automatically be Player Two. Player One has the advantage of being able cast spells first, and declare attacks first in the attack phase. Player Two has the advantage of moving second in the movement phase. In general, this should only amount to a slight edge for the lower ranked player. Player Two can take advantage of moving last by trading space for time. When Player One moves his Roman Legion up to attack Player Two’s Archers, the Archers can nimbly step back one hex and shoot the helpless Legion full of arrows. It is important to know if one’s Archers have an energy cost associated with movement. If they do, and the energy pool is dry, they aren’t skipping anywhere (except maybe the morgue). Player One should mass 3 or more units to rush the archers and close the distance to the enemy castle. Sending spirits forward one at a time is suicidal (unless the one spirit happens to be Hercules or Thor, for example).
|
||