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dashmudtz - all messages by user

3/31/2014 10:44:07 PM
TM - Engineers player2 (Fortuna)

Engineers would function well in a low-Worker environment, where Dwellings are de-emphasized until the end.

1 month 2 days ago, round 0, turn 0

Chaos Magicians (Dashmudtz)

Actually engineers hurt in low worker environments. Every faction generates a default worker regardless of dwellings(except swarmlings get 2 and engineers get 0)

1 month 2 days ago, round 0, turn 0

Chaos Magicians (Dashmudtz)

Also their costs are cheaper, but their dwellings still take the same number of workers, so it is reduced, but not by as much as it seems.

1 month 2 days ago, round 0, turn 0
3/31/2014 10:45:17 PM
TM - General thoughts Chaos Magicians (Dashmudtz)

Competing on cult tracks is pretty minor. A decent score is typically 150ish. If you manage to get 1st on every track, that is a total of 32points. A whopping 1/5th of your total score. The rewards are(faction dependant) worth getting, and from there fight out the end game for the few extra points. Don't go into the game planning on wasting resources just to make sure you get those 8 extra points.

1 month 2 days ago, round 0, turn 0

Chaos Magicians (Dashmudtz)

Also those 32 points arent even really that many, since it is comparative. All a person has to do in 3player is make it onto the track to get 2 points. You are really just fighting for 2 points more for second place, and another 4 points more for 1st.

1 month 2 days ago, round 0, turn 0

player2 (Fortuna)

right. The power cycling is nice though.

1 month 2 days ago, round 0, turn 0

Chaos Magicians (Dashmudtz)

That's another reason the in game part of it matters, not the end game.

1 month 2 days ago, round 0, turn 0
3/31/2014 10:46:02 PM
TM - Darklings / Alchemists Alchemists (Fortuna)

There's really no other place on the board that makes as much sense for Black, is there.

1 month 1 day ago, round 0, turn 0

Chaos Magicians (Dashmudtz)

E1 to c1 is fine. I2 has a good chain. A4 b3 a8 also works. And all of that can be connected in the end with single shipping

1 month 1 day ago, round 0, turn 0

Alchemists (Fortuna)

Right, but there are only three spots on the board where you can expand three times with a single spade each, and two of them are near each other in the east.

1 month 1 day ago, round 0, turn 0

Chaos Magicians (Dashmudtz)

E1 to c1 and i2 to i4 also are 4 long at 2 and 4 spades total which is the same or cheaper

1 month 1 day ago, round 0, turn 0

Alchemists (Fortuna)

Ok, right, when you consider the total spade cost.

1 month 1 day ago, round 0, turn 0
3/31/2014 10:47:56 PM
TM - Chaos Magicians Mermaids (Tim)

Also it's not obvious to me that getting 2 Favors offsets the disadvantage of starting with 1 Dwelling. I suppose they are less viable with more players.

28 days ago, round 2, turn 3

Chaos Magicians (Dashmudtz)

The income of 1 dwelling is 1 worker. Any income favor is worth as much as the corresponding building or better.

28 days ago, round 2, turn 3
3/31/2014 10:49:11 PM
TM - Darklings / Alchemists Chaos Magicians (Dashmudtz)

Not giving black a lot of discounted trading posts, and power leeches goes a long way

14 days ago, round 6, turn 4

Alchemists (Fortuna)

Black, as in me this game, or Black as in whoever is Black in any game?

14 days ago, round 6, turn 4

Chaos Magicians (Dashmudtz)

this game. matters more for darklings, but in general isnt bad advice.

13 days ago, round 6, turn 5
3/31/2014 10:53:30 PM
TM - Darklings / Alchemists Engineers (Dashmudtz)

darklings

24 days ago, round 0, turn 0

Halflings (johnkerr)

Was that an obvious choice for this setup? I thought the lack of priest bonus might slow them down a little.

24 days ago, round 0, turn 0

Engineers (Dashmudtz)

There may be a better race, I just think that the darklings are very strong in games where the end of round rewards all cost 4. They are able to get them easier than many other races. Also there isnt a good building progression amoung the rounds, which plays well for the darklings. They can build their stuff pretty haphazardly and it is nearly always sufficient, allowing them to take better advantage of unusual set ups.

24 days ago, round 0, turn 0

Engineers (Dashmudtz)

There was a thread where the designer chimed in, and it pretty much summed up my thoughts on the darklings. They really aren't the best race, but they are very very forgiving, and don't require any specfics in the set up to be good. They are just always decent. i think that is why they have such a high win ratio. They are rarely the best, but if others aren't playing very well / picking good races, they will win by default

24 days ago, round 0, turn 0







Reasoning for the end of round bonus thought - All 4 of the brown and blue rewards require 4 spaces/reward a high number for the single brown reward. And since Darklings start on both blue and brown, they are a single priest away from getting the strongest rewards(sometimes 2 for 1).




Also When the expensive rewards are in the game, it take a lot of effort for other factions to achieve them, in this situation, it rewards the factions that rely on them more.
3/31/2014 11:16:28 PM
TM - Engineers Especially since engineers are cube starved by design. I really look at the 2worker bridge as a fail safe, and the 3power action as the way to get it done. especailly since engineers are pretty good at generating power to begin with.
4/3/2014 7:46:53 PM
TM - Cultists / Halflings -Brown initial placement Agreed, I think that is why it is coupled with having the least info about what factions are in play
9/26/2014 4:33:57 AM
New thread on BGG Very interesting I feel.



http://boardgamegeek.com/thread/1241852/faction-opening-data
9/26/2014 4:34:31 AM
New thread on BGG The one I found the most interesting was darklings at 4xd scoring statistically higher than a temple. hadn't really thought of it personally.
8/10/2017 10:26:27 PM
8/12 gaming! Yes & Games! Great Western Trail specifically because Ben told me I would like it, but really it doesn't matter.
3/9/2018 8:00:11 PM
Gaming TOMORROW! 3/10 In +1 (possibly 2)
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