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Vast: The Crystal Caverns» Forums » General

Subject: Let us rate all the Role Variants as we try them! [POLL] rss

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neko flying
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Which are the best variants to play? Let's break the poll down by roles!

Remember: You don't need to vote on all the possible combinations.

Poll: Rate all the Role Variants!
Rate all the Role Variants in Vast: The Crystal Caverns!
1. 4 / 5 Players
  Best Recommended Not Recommended
5 Players.
4 Players: No Thief.
4 Players: No Cave.
4 Players: No Dragon.
4 Players: No Goblins.
4 Players: No Knight.
2. 3 Players, no Thief.
  Best Recommended Not Recommended
Knight, Goblins, Dragon.
Knight, Goblins, Cave.
Knight, Dragon, Cave.
Goblins, Dragon, Cave.
3. 3 Players, with Thief
  Best Recommended Not Recommended
Knight, Goblins, Thief.
Knight, Dragon, Thief.
Knight, Cave, Thief.
Goblins, Dragon, Thief.
Goblins, Cave, Thief.
Dragon, Cave, Thief.
4. 2 Players, no Thief.
  Best Recommended Not Recommended
Knight vs. Goblins.
Knight vs. Dragon.
Goblins vs. Dragon.
Knight vs. Cave.
Dragon vs. Cave.
Goblins vs. Cave.
5. 2 Players, with Thief.
  Best Recommended Not Recommended
Knight vs. Thief.
Goblins vs. Thief.
Dragon vs. Thief.
Cave vs. Thief.
6. Solo.
  Best Recommended Not Recommended
Solo Knight.
Solo Goblins.
Solo Dragon.
Solo Thief.
      42 answers
Poll created by flying_neko


Remember: You can edit your votes and/or clear them at any time!
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Mr Punter
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Re: Let us rate all the Role Variants as we try them!
Voted on everything I've played so far. 4p no Thief was the best yet, no surprises.

Others were mostly 2p, not found a bad combo. Played KvD, KvG, CvT, GvD and solo Knight. Keen to try them all solo.

All the 2p games are good, but lacking a little something from the extra player interaction. Just not been able to get a group ready for 3 & 4p games. CvT for example, fun game of treasure hide and seek, but the majority of the Thief's actions are to interact with D, G or K so you only end up playing with half of his player board.
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Lawrence
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Re: Let us rate all the Role Variants as we try them!
I played all the solo's while learning the roles. I really enjoyed the progression of the knight and thief. The goblins felt like they lost so much without any possibility of combat.

We also just played knight vs cave and knight vs dragon. Both worked well, and I ended up enjoying the cave MUCH more than I thought I would. Pushing the knight onto a river of lava and rotating that last elusive gem tile, shutting it off were really satisfying.
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Adam Boyers
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Re: Let us rate all the Role Variants as we try them!
mavericklancer wrote:
I really enjoyed the progression of the knight and thief. The goblins felt like they lost so much without any possibility of combat.


That's funny. I had the opposite reaction to Goblins and Thief. I really enjoyed Goblins solo but thought the Thief was rather pointless.

The Goblins do have some Monster and Secret cards that are meaningless in solo, but plenty of them are still useful. And you still need to balance their population. It's hard keeping them strong enough to smash crystals without overpopulating.

I didn't even upgrade the Thief once. He just walked around and plundered until he won. Not very exciting.
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Kyle
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Re: Let us rate all the Role Variants as we try them!
Boyo wrote:
That's funny. I had the opposite reaction to Goblins and Thief. I really enjoyed Goblins solo but thought the Thief was rather pointless.

I didn't even upgrade the Thief once. He just walked around and plundered until he won. Not very exciting.
If you want to increase the challenge for the Thief Solo considerably, try him with the Invader difficulty card, and/or with this variant: Thieves' Guild variant
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neko flying
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Goblin solo was rather unsatisfactory for me. Many of the Monster and Secret cards are useless.

The strategy is also a bit shallow:

It seems to be a matter of rushing through the Monsters deck to get the Fire Giant, Ogre and/or Troll to boost all three Tribes' strength to +1. At that point, one can always voluntarily kill off any goblin population in excess of two. This means that overpopulation is not really an issue. Rage stays stably at three, and with all that choice of War cards one almost always has enough strength and population to move to a crystal and destroy it once it is found. It got tedious and repetitive rather fast.


EDIT: Played with a rule wrong, smashing a Crystal reduces rage by 1.
 
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Ethan Furman
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flying_neko wrote:
Goblin solo was rather unsatisfactory for me. Many of the Monster and Secret cards are useless.


That's also what I though at first. But rereading the rules reveals that an attack is needed by two tribes to smash a crystal, and after an attack the tribes involved must scatter, and scattering loses two population and a monster.

So not so stable after all.
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Kyle
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stoneleaf wrote:
flying_neko wrote:
Goblin solo was rather unsatisfactory for me. Many of the Monster and Secret cards are useless.


That's also what I though at first. But rereading the rules reveals that an attack is needed by two tribes to smash a crystal, and after an attack the tribes involved must scatter, and scattering loses two population and a monster.

So not so stable after all.
Requiring two tribes for the attack makes a huge difference, so I suspect that may be why it seemed so easy. Smashing a crystal also reduces your Rage by 1, so you shouldn't be able to stay anywhere near 3 constantly.


Throughout development and playtesting the Goblin solo has consistently been the most difficult with the narrowest margins of victory. Most times you're into the second or third turn of collapse before taking out that fifth crystal, and upping the difficulty another notch to six crystals is borderline impossible without a lot of luck working in your favor. It's actually my favorite of the solo variants because of that.
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Woelf wrote:
Requiring two tribes for the attack makes a huge difference, so I suspect that may be why it seemed so easy. Smashing a crystal also reduces your Rage by 1, so you shouldn't be able to stay anywhere near 3 constantly.


Yeah, my mistake was not having both tribes at strength three or greater, and not scattering after the attack. And I still lost! cry
 
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neko flying
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Woelf wrote:
Smashing a crystal also reduces your Rage by 1, so you shouldn't be able to stay anywhere near 3 constantly.




Aaaaaaand that's the rule I've missed
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Adam Boyers
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Just had an intense Knight v. Goblins game last night!

The Knight had smashed her last crystal and was still at 4 health, but had three Hero Cubes sitting on the entrance tile from a couple Poison attacks. The Goblins successfully barricaded the entrance, because she never had enough cubes to build her strength up and overcome the Goblins. The Goblins whittled her health down and defeated her two rounds into the collapse.
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