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Subject: Another Solo Campaign vs Glacien rss

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Thomas PDX
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After miserably failing to play the solo mode correctly, I played a 4th campaign, this time with a correct starting deck, and at last properly beat the Glacien.

There was some really enjoyable tension early on in the game, but I never felt overrun by the monsters. None of them ever made it beyond step 2.

I won the game by sealing both Shadowrifts, but when the second one came out, I had already built 4 walls and was rather confident I would win by building walls if the second Shadowrift happened to be decked.

When the game ended, I had the following cards in my deck:
- 10 Starters
- 8 Heroism
- 2 Might
- 2 Fireball
- 2 Seal
- 1 Blessed Smite
- 1 Holy Aura
- 1 Frenzy

I bought Blessed Smite and Holy Aura as soon as I could.

With Blessed Smite and the 2 starting Strikes, I had a near guarantee of dealing 4 melee hits between Monster turns. That proved effective since most Monsters had 8 life or less.

Holy Aura was huge to prevent wounds. Most of wounds I received came from the Backstabber.

Fireballs were great once I had earned enough Heroism to predictably be able pay 2 magic to get the big exploding fireball. The side damage was a good way to deal with the Freezes that made it to town while still focusing attacks on the big Monsters.

Because I took very few wounds, I almost never used Frenzy. In retrospect this card slowed my deck down more than anything else. I certainly never paid to keep it in play. In contrast I paid every turn to keep Holy Aura. The second Seal was probably excessive too.

I used the Mayor as often as I could to make big attack turns.

I didn't make a full list of the Villagers I bought, but the Gravedigger, Prince and Priest definitely made it in my town. All very useful. The Gravedigger dug out at least 2 Corpses.

I think the tipping point happened around the time I earned my 5th Heroism. At that point I knew I had enough fire power to deal with incoming threats while also being able to buy my way to victory if needed. Even if the tension dropped a little, the game was nonetheless very enjoyable. And throwing that big exploding fireball is always a blast!

PS: I played 1st edition cards with 2nd edition rules, and used the 1st edition Glacien scenario

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Jeremy Anderson
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tbollaert wrote:
After miserably failing to play the solo mode correctly, I played a 4th campaign, this time with a correct starting deck, and at last properly beat the Glacien.

There was some really enjoyable tension early on in the game, but I never felt overrun by the monsters. None of them ever made it beyond step 2.

I won the game by sealing both Shadowrifts, but when the second one came out, I had already built 4 walls and was rather confident I would win by building walls if the second Shadowrift happened to be decked.

When the game ended, I had the following cards in my deck:
- 10 Starters
- 8 Heroism
- 2 Might
- 2 Fireball
- 2 Seal
- 1 Blessed Smite
- 1 Holy Aura
- 1 Frenzy

I bought Blessed Smite and Holy Aura as soon as I could.

With Blessed Smite and the 2 starting Strikes, I had a near guarantee of dealing 4 melee hits between Monster turns. That proved effective since most Monsters had 8 life or less.

Holy Aura was huge to prevent wounds. Most of wounds I received came from the Backstabber.

Fireballs were great once I had earned enough Heroism to predictably be able pay 2 magic to get the big exploding fireball. The side damage was a good way to deal with the Freezes that made it to town while still focusing attacks on the big Monsters.

Because I took very few wounds, I almost never used Frenzy. In retrospect this card slowed my deck down more than anything else. I certainly never paid to keep it in play. In contrast I paid every turn to keep Holy Aura. The second Seal was probably excessive too.

I used the Mayor as often as I could to make big attack turns.

I didn't make a full list of the Villagers I bought, but the Gravedigger, Prince and Priest definitely made it in my town. All very useful. The Gravedigger dug out at least 2 Corpses.

I think the tipping point happened around the time I earned my 5th Heroism. At that point I knew I had enough fire power to deal with incoming threats while also being able to buy my way to victory if needed. Even if the tension dropped a little, the game was nonetheless very enjoyable. And throwing that big exploding fireball is always a blast!

PS: I played 1st edition cards with 2nd edition rules, and used the 1st edition Glacien scenario



While the four Berserker cards form a really tight synergy with each other - gaining Wounds and then managing/using them in powerful ways - the Berserker and Paladin form what I call antergy, or what's more commonly called a nonbo. Full Paladin is strong, full Berserker is strong, but cross-classing between the two runs into issues, because the abilities work at cross-purposes.
It's definitely a place where the solo play hits a limit.
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Daniel Wilmer
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Brandon
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tbollaert wrote:


PS: I played 1st edition cards with 2nd edition rules, and used the 1st edition Glacien scenario



There are some notable differences to the 2nd edition cards. Particularly might must be returned to the market if the prowess is spent.
 
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Thomas PDX
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SolarJ wrote:
tbollaert wrote:


PS: I played 1st edition cards with 2nd edition rules, and used the 1st edition Glacien scenario



There are some notable differences to the 2nd edition cards. Particularly might must be returned to the market if the prowess is spent.


Yes, I am aware of that, and that what's I mean by playing 1st ed cards with 2nd ed rules. Specifically, I played with the rules listed here:
https://boardgamegeek.com/article/24033205
 
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James Douglas
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I enjoyed your session report. Another significant difference of note is the Priest is much weaker in 2nd edition.

 
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Thomas PDX
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douglasiv wrote:
I enjoyed your session report.

Thanks for the feedback. I am glad you liked the report. I played yesterday vs the Necromancers and will post a session report soon.

douglasiv wrote:
Another significant difference of note is the Priest is much weaker in 2nd edition.

What is the Pilgrim's power in the 2nd ed?
 
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David Harrison
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In 1st edition the priest removed 2 monster power instead of just 1. His ability to send a card from the monster power area to the bottom of the deck remained unchanged though. He's still one of the more useful travelers IMO, but he was really good in 1st ed. for low player counts (removing 2 monster power is huge).
 
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Jeremy Anderson
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coblackmagus wrote:
In 1st edition the priest removed 2 monster power instead of just 1. His ability to send a card from the monster power area to the bottom of the deck remained unchanged though. He's still one of the more useful travelers IMO, but he was really good in 1st ed. for low player counts (removing 2 monster power is huge).


Yeah, if you bought the Priest right away in a 2-player game it was basically "Every two rounds the monsters lose a turn."
 
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