SpiritWars®: Tips for Beginners |
||
By
John Richards |
||
| 1) Make sure the primary and secondary colors of energy that your castle produces match at least some of the spirits in your dungeon. | ||
2) If you play more than 2 colors, the energy has to come from somewhere. Make certain your dungeon includes some energy pieces of the colors that the castle does NOT produce. |
||
| 3) Slingers, spearmen, archers, catapults and the ballista can attack from more than one hex away. Use some. | ||
| 4)Minimize the fog of war by including scout-type units with a high "vision" rating. They can help you spot the enemy castle and avoid powerful enemy units. Get them in play early. | ||
| 5) Try not to clog the entry hexes beside your castle with energy spirits and Defenders. They can be cast further away. | ||
| 6) Whenever possible, keep your units in their home terrain. Energy pieces will produce +1 energy, combat spirits will do +1 damage, and all units will have +1 protection. | ||
| 7) Pay attention to movement cost, maintenance cost and resurrection cost. Budget your energy wisely. You may not want to cast everything in your courtyard at once. | ||
| 8) Keep your energy pieces out of harms way. Consider casting a Defender near your energy pieces to protect them from fast-moving enemy units. | ||
| 9) Most spirits cannot attack on their first turn. Those with the "first turn attack" ability (example: Spartan Militia or Praetorian Guard) are able to rush out of the castle to defend it. (On a similar note, be aware of those spirits with the "move first turn" ability.) | ||
| 10) Killing the other players pieces can be fun, but remember that you have to destroy his/her castle to win the game. | ||
| 11) If the situation is truly hopeless the "concede" button is located in the top left corner of the screen! | ||