SpiritWars Strategy Guide |
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Basic Strategies | ||
Setting Your Dungeon Colors ![]() A common mistake by new players (and a few vets!) is to change the spirits in their dungeon, but forget to change their colors. When you go to the Dungeon Editor, be sure to set your Homeland and Ally colors correctly. The Homeland color generates 2 energy/turn, while the Ally color generates 1 energy/turn. So in the above example, the player will get 2 green and 1 blue energy each turn. You may want to consider a mono dungeon, where the Homeland and Ally colors are the same. This is good for dungeons that are designed for speed, since it gives you energy quickly. It is also handy for expensive dungeons that need a lot of energy for the chosen color. The most common configuration is to go with dual colors, though. The main advantage here is that you can pick the best from each color, to create a more robust dungeon. You are also less susceptible to shields. A single Apulian Lancer can wipe out a mono black opponent, for example. Occasionally players will venture into 3 or more colors. This is possible by selecting different Homeland and Ally colors, and supplementing those with energy spirits from even more colors. This is sometimes a good idea when you have spirits from 3 colors that work extremely well together. Or you may have a dungeon concept that is designed to use many different colors, for example one based on the Tower of Babel (which randomly changes all energy pools each turn). But for the most part, stay away from dungeons that use more than 2 colors. The more colors you have, the more likely that you will get a bad draw and be unable to capitalize on the spirits currently in your courtyard. |
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