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Tips & Strategies (6)
Tips & Strategies (6)
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When you draw an advance for the gate track, if the two armies are in the same space, they both advance, but if they’re in different spaces, only the rear one advances.
Whenever the two armies are on the same space, make sure to immediately attack one of them to separate them; a single victory effectively halts both armies for another tick. Once you do, don’t attack the other army unless you think you can win a third fight that turn to separate them again.
Once the armies are on different spaces, you can’t attack the rear one, but you can still target it with a Slow spell if you want to keep it back even longer.
The oil, acid, and lava upgrades only help you when an army is in the “1” space. If you leave an army in the “2” space at the end of your turn, then it will often advance once and let you use that upgrade, but there are a few cards that will make an army advance twice, in which case it will destroy your upgrade and breach the wall.
The solution? Count the double-advance cards. The day deck has 3 cards that advance the gate armies twice and 1 each for the east and west armies, while the night deck has 1 card each with double advances for gate, east, and west.
Once the one card (or 3 for the gate during the day) have been drawn, then it’s safe to let that army come right up to your door again and again, allowing you to gain maximum benefit from an upgrade on that track. You may even want to wait until one of these cards is drawn before building the upgrades, so you know where best to put them.
The bloody battle marker causes you to lose a defender each turn you attack the army that has it. That can chew through your defenders quite fast if you’re not careful, but with some planning, you usually won’t need to lose any defenders at all:
1) When you draw a card that moves the bloody battle marker, it’s the last thing that happens on that turn, so you get a little warning. After dealing with any imminent threats that turn, use your remaining actions to push the army that’s about to get the marker as far away as possible, to maximize the time before you need to fight it again.
2) Save an attack spell or two in case that army gets too close; you don’t lose defenders for magical attacks.
If you’re careful, then most of the time the bloody battle marker will move on to some place else before you need to attack that army again.
If you’re forced to charge into the bloody battle anyway, try to make lots of attacks against that army in a single turn; only the first attack each turn causes a casualty.
Raising morale gives you an extra action every turn, which adds up fast. Keeping your morale at maximum should be a high priority until around the dawn of the third day, when there are few enough turns left that it starts to become questionable.
The Fortune spell hardly ever gets used at a cost of 4 arcane energy. A cost of 1 energy makes it much more tempting.
The Paladin’s reroll ability is very good.
So good, I kind of feel like I’m cheating if I select him…