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Spirit Island» Forums » Variants

Subject: Ward the Shores variant rss

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Aubrey
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After playing Ward the Shores this weekend in a slog that took much longer than a normal Spirit Island game and was much more frustrating, I am beginning to realize some flaws with the scenario. I really like the theme and the feel of the Warding Patterns, but in practice it is just way too costly to use power cards to create Warding Patterns. It costs a card play (fine), potentially some energy (ok - unless there is a surprise), it has to be on a sacred site (ok), and it generates zero elements (ouch!).

Although the energy cost isn't too bad, not gaining access to a full card's worth of elements AND getting an effect that won't help you at all for at least one turn, if not more, is not something people are usually willing to do.

In my experience, no one actually begins to play the patterns until you look up and realize that you are going to lose in 2-3 turns (either due to invader deck or blight), and then everyone starts trying to hurry in a last ditch effort to place them all. I don't think that is how it is intended to be played, but it has happened basically every time.

Are there any reasonable fixes to this? My first thought would be to increase the energy cost by 1 or 2, but to allow them to generate elements based on the committed card. Would that be balanced? Are there other possible solutions?

Likewise, you could have a penalty built in for moving too slowly - maybe whenever you reach a new invader stage, for every board that does not have at least as many Warding Patterns as the previous stage (i.e. 1 going into Stage 2, or 2 going into stage 3) has an automatic coastal explore for free.

Thoughts?
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Steve Scothern
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The defend 3 you get for a ward is excellent, and you can ignore the normal victory conditions; just get the wards down and you win.

Sounds like your group just needs to make more of an effort to get the wards out early - waiting until near the end of the game is risky.

We dont find this scenario to add any extra difficulty (or time), it just adds a bit of variety.
 
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Victor van Santen
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We built them early in our game and the game was actually a bit quicker than usual. Even on the first turns (for 0 energy), you can quickly get a couple of wards up.
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P.D. Magnus
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Albany
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silent117 wrote:
We built them early in our game and the game was actually a bit quicker than usual. Even on the first turns (for 0 energy), you can quickly get a couple of wards up.

The trick is that it's range zero from a sacred site. For spirits who don't drop presence quickly, getting three sacred sites on their three coastal lands can take a while.
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