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Thank you for making this game available! Every year I check for an accessible way to play it. Finally!
Are you open to adding new cards with a dropdown for changing editions?
Right now, the game is fairly predictable. Destroy your opponent before they can build a wall and get resource momentum. If that fails, juice up your tower and hope for the best.
The early game doesn't last long enough. If it did, cards like rock garden wouldn't be throwaways. The curve should come into play more. So I think you should do a card drafting at the start where you can discard 2 cards, which would also encourage more strategy.
The game would be more interesting if you were essentially forced to recognize the strategy you have available to you and double down on making that happen at the expense of other alternative strategies. See "dynamic cards" below.
Resource-based wins are lame, so it should be really high risk to go for increased resources. Honestly, I think the game would be better off without resource wins.
Less cards to the effect of "+11 tower," less +1 magic cards, and more non-tower magic damage.
More cards with a negative tradeoff; forcing you to pick a strategy. E.g. sacrificing magic at the expense of recruits or vice versa, and remove the magic=highest magic/ quarry = highest quarry from the game
Replace mundane early-game cards to achieve the bullet above.
Troll dungeon keeper +2 is too OP as a starting card. It should have a negative effect like how the powerburn +2 magic card does damage your tower, which is risky in the early game.
Much less +1 quarry cards. It's too easy to get a sizable wall, smaller walls would make for more interesting games, and the presence of the switch walls card means it doesn't make sense to build a huge wall. There is no wall-based win condition. The combination of these factors mean that by mid-game you often wind up with a ton of ore that serves no purpose.
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Thank you for making this game available! Every year I check for an accessible way to play it. Finally!
Are you open to adding new cards with a dropdown for changing editions?
Right now, the game is fairly predictable. Destroy your opponent before they can build a wall and get resource momentum. If that fails, juice up your tower and hope for the best.
The early game doesn't last long enough. If it did, cards like rock garden wouldn't be throwaways. The curve should come into play more. So I think you should do a card drafting at the start where you can discard 2 cards, which would also encourage more strategy.
The game would be more interesting if you were essentially forced to recognize the strategy you have available to you and double down on making that happen at the expense of other alternative strategies. See "dynamic cards" below.
Resource-based wins are lame, so it should be really high risk to go for increased resources. Honestly, I think the game would be better off without resource wins.
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