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Reply: Terra Mystica:: Variants:: Re: Idea for a new faction - Efreets

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Grovast wrote:


Everything seems right, except I don't really understand your comparison with Dwarves SH. Cheaper tunneling is saving 1W each time, while moving a bridge offers modified adjacency and a free volcano at the same time, whatever color of the hex (including opponents color). This is really different, I mean tunneling has no digging inside.


Modified adjacency may be good or bad, with the power token ability and fixing the bridge when using it with a town it hardly is an advantage. To me it's just getting a 1w discount to a basic faction ability, terraforming for Efreets, tunneling for Dwarves. But Dwarves can do it several times in a round and get 4VP for it.


Grovast wrote:


I already experienced first half of a game with SH action being a free movement. My conclusion was : it's really too strong.
I started on green hexes, choose C3, and had 9 structures at the end of round 3 :
:arrowE: 2 from setup
:arrowE: 3 paid with 2W (like you noticed, BON1 or BON6 actually gives a volcano)
:arrowE: 4 of them for free : 2 bridges and 2 bridge movement (SH round 2)


Bridges aren't for free, they cost you 6PW which will normally prevent taking any other PA.
So you start with 7w, build a bridge, dig for 2w, build 2D and and upgrade one D to TP. If you are lucky to get the other 2w BON you start second round with 6w. Building SH and 2w if you got enough leech build another bridge and move one building another 2D.
What about the money, you spent 17c and had 4c income, leaves you with 2c.
Your income third round is 4w + 2PW + BON.
Getting BON1 first and third round and BON6 second round is the only way I see you getting near building the missing 2 structures. Still lacking 2c and 1w, Cult Bonus fire could bring the worker and 5VP second round and the 2c might be laying on the BONs. With D scoring first and third round and BON6 second round you earned 19 VP, not bad.
But these are ideal conditions, you will not always get the BONs you need and the perfect setup is also rare.
Your 9 structures are SH + 8D, you haven't had a single cult advance and will likely loose out on further cult bonus and cult scoring.
Your money is all spend and you only get 6w + 2pw the income of your opponents will probably be better. Of course you are now able to upgrade slowly and aggressively terraform, but VP will only come from
Towns, BON6 or BON9 which will be very contested last 3 rounds. Connection and additional scoring might help you if you managed to destroy opponents connections.
I think the worker cost for moving bridges will totally destroy there game. In your game it would cost you 5w directly and maybe the same amount of lost income. If opponents are in trouble because of moving bridges they didn't adapt to the new ability and loosing homeland is quite normal if you have a faction with neighboring color in play, so don't blame it on Efreets or Riverwlkers.

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