This is, in my opinion, the strength of the old monsters when compared to the new monsters that are replacing them.
To begin we have 22 replacements.
The Old: 1 move per color(3 total), 2 boulders, 6 goblins, 6 orcs, 5 trolls
The New: 1 centaur, 1 golem, 1 cyclops, 2 climbing trolls, 1 conjurer, 1 doppelgänger, 1 flaming boulder, 1 trebuchet, 2 goblin cavalry, 3 Boss monsters, 3 ogres, 2 phoenix, 1 imp per tower, 2 gargoyle.
Now I am going to catagorize them into 3 sections: the same power, slightly better, or better. I'll try and slot each monster and find it's equivalent .
The six goblins: 1 centaur, 1 golem, 2 pheonix, 1 doppelgänger, 1 conjurer.
Same power: 1 centaur, 1 golem, 2 pheonix: Sorry, but I can see all these being one shot just as easily. The phoenix would be slightly better, but since it can harm others, it really isn't.
slightly better: the doppelgänger, it could be a 2 or higher toughness, but it could easily be an imp(goblin equivalent) as well.
better: the conjurer. brings much more power. he is one of two guys who i couldn't find a monster to directly take out for him that was about equal.
the six orcs: 1 cyclops, 2 gargoyles, 2 goblin cavalry, 1 climbing troll
slightly better: 1 cyclops, 2 gargoyle. both are harder to hit. the cyclops could be exchanged for either the centaur/golem, but he stands the highest chance of passing through his insta-kill zone due to archers being used on flying guys and less time to get ready for him. The gargoyles flying will likely be useful in making a push to reach the castle.
Better: 1 climbing troll, 2 goblin cavalry. The troll is the other guy to whom there is no easy replacement. why not troll? because then the third boss would take this guys slot, which isn't right. the goblins are just flat out better.
5 trolls: 3 orcs, 1 climbing troll, 1 boss(weakest of bosses encountered)
slightly better: 1 climbing troll. his ability could be relevant if you have no way to kill him. but if you have damage in his color, he will probably be high on the list of who to hit first, and end up the same.
better: 3 orcs, 1 boss monster. orcs have higher health. as for the boss, just plain better. i only find one token that actually equals a boss in power.
2 boulders: 1 flaming boulder, 1 trebuchet
slightly better: 1 flaming boulder. It might allow a monster to take less damage. but only sometimes.
better: trebuchet. only 4 normal monsters fly, and one boss. unless this hits a dragon, it's just better. less things die on average.
3 color movements( one bad, one ok, one very good): 2 boss monsters( two strongest encountered), 1 imp per tower.
Slightly better: 1 imp per tower, 1 boss(second best boss). the imps will do more, except in late game, where it gives less, and also imps need not be killed to win. the boss is only slightly better than a movement token that hits hard, because a good movement token can help end games fast. (replacements are bad movement token and the very good one)
Better: 1 boss monster. yup this guy can do as much as the movement token that does something. and much more.
- Last edited Thu Dec 1, 2011 8:05 pm (Total Number of Edits: 4)
- Posted Thu Dec 1, 2011 5:56 pm
It's a Zendrum. www.zendrum.com
But is it good?
The game? sure it's good. I originally found myself lacking choices sometimes and just hitting what I could. That's not to say there weren't choices, but now there will be more complex decisions to be made based on who's attacking you.
Do I save this blue sword to one hit the Golem in the archer zone later? Do I save the archers for when flying monsters will come?
Who's more important? That climbing troll at my wall or the Dragon spewing out fire.
Do I want draw more castle cards to try and attack the Warlock or continue drawing the powerful Wizard cards?
How much more should I defend the arc with my wizard tower in it?
It adds so many new choices, as opposed to the old choices, which came down to hit this guy or that guy, both of which have no abilities, and what to discard/trade?