Recommend
 
 Thumb up
 Hide
3 Posts

Tiny Epic Defenders» Forums » Strategy

Subject: What to do during on early turns? rss

Your Tags: Add tags
Popular Tags: [View All]
Dave Mauro
United States
Hamilton
New Jersey
flag msg tools
Played our first game last night, two player. While I see the possibility for future strategy in card counting and combos, etc., the first round and even the second round left us scratching our heads at having 12 actions between the two of us.

There just didn't seem to be anything to do, none of the locations or game mechanics led themselves to 'preparing' for what's coming up especially early in the game when you're not sure what dire enemies are going to appear or what enemies are in the deck.

Am I missing some preparation strategy or rule here?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Aernout Casier
Netherlands
Nijmegen
flag msg tools
badge
Avatar
mbmbmbmbmb
Are you sure you are playing the rules right? With 6 "damage" done to the Outer Regions before you even get to start and likely 6 more "damage" done in the first round, you would have to be lucky if the 12 actions would be enough to restore all the Outer Regions to zero after round 1.

Having said that, the game has been designed in such a way that the first two rounds seem like a walk in the park, and from then on, you will find yourselves struggling to manage.

I have now played the game 30+ times and with 3 dire enemies, it becomes a proper challenge. With 4 it's really difficult to win.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Greg Gresik
United States
Bolingbrook
IL
flag msg tools
Avatar
mbmbmbmbmb
A couple of things that are "typical" early turn moves:

1) Since each of the outer regions starts with threat level of 1, moving out into them and reducing threat to "0" is usually a good start.

2) Taking up "defensive" positions - "encamping" in the mountains, getting the hero with highest health in the plains, etc. Also, covering as many regions as possible so as to be able to defend.

3) Of course, take up positions that make the most sense given your characters abilities, the locations of the regions in relation to one another, etc. As an example, moving the warrior the most movement points away from the captial city, since he can get back. Also, take notice of any "weaknesses" in your region set up or team composition - is the desert hard to get to? (This would make it more vulnerable to attack - especially since moving in and out of it can be a challenge). Do you not have any healers? If not, you might want to position heroes so they can easily pop back into the Capitol for healing.

The first turn is really just a chance to try to "min/max" your setup and defense. As well as get as many regions threat down to zero before the fun begins.
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.