Well, the Deck "is like a box of chocolate"! You will never know if the right card always falls into your hand (at the right time). Anyway, even some time I get hammered by 3-on-1 matches against green AI, so always stay sharp. My only problem with Dungeon Solitaire is that the unbalanced is onto the extreme that the luck factor intervenes too much!
Oh, I know, but I was happy because I came from way behind to squeak a victory. I managed to get the Hedron Cannon and Hedron Link device and staged a big push in those last few rounds.
Man I did my first with two orange AI ... 60 46 36 Amazing for half game I was on par, but I failed to raise cards to gain big hours and got hammered on the second half. This game is really fun. Simpler than orion2, at least what I saw in the lite, but fast and fun. ----- Second game 74 54 50. I was sure I was going to win, i was playing for high end honours .... I got hammered into second :-(
Cool, I won my first 2v1 at orange 67 62 42 Nice match. I was almost caught at the end but the yggdrasil staff saved the day!
Is this a full online experience, a la Urban Rivals and Shadow Era (with persistent elements, an online community, and CCG mechanics, such as card trading, persistent deck building, etc), or does it feature limited multiplayer, along the lines of Orions 2? (If the former, iOS might have a new CCG king, as asynchronous + persistent online elements, community and real card collection and trading might potentially propel Ascension to the top of the list.)
there are not really many games online usually and without some time limit and chat it is hard to play 3 or 4 players game.
It is more like a board game than shadow era or orion2. Thus, you play offline and if you want try to have one match online. There is no deck building or things of this sort. PS: 2v1 orange 65-64-58 great close win .... I start to long for the red difficulty (except when 3v1 is not a huge difficulty step up).
Game Impressions While these are gross exaggerations and more than likely incomplete, here is my understanding of the game's 4 factions: Enlightened: As far as I can tell these are the primary card drawers of all the factions. Lifebound: These elven folk love handing out honor points just for summoning them and are one of the most synergistic of factions since many of their heroes and constructs give bonuses based on other Lifebound heroes summoned. Void: More often than not any Void hero you play is going to have some sort of banishment effect tied to them. Read these cards carefully since while most of the time this banishment of a card from your hand, discard pile, or central row is optional, in a couple of cases it is required. Mechna: These guys appear to be crazed cybernetic gnomes. Most of their cards seem to be about either granting bonuses for constructs, and even then it is mostly for their own Mechna constructs. While their constructs and heroes often don't have as big of a direct effect in acquiring new heroes or defeating baddies as the other factions, I found it worth noting that their cards' victory point values for tallying up at the end of game are outstanding (the 8 rune hero will be worth 8 victory points at the end of the game). With most other factions you are lucky if you get a 50% return on your investment. So the biggest two rules of thumb I can give you from the above observations: -If you see yourself going crazy with constructs in a game, try to snag all of the Mechna cards you can as they'll only help in this regard. -If you plan on or found you've already acquired a few Lifebound heroes and constructs, continue to gather all of the Lifebound stuff you can as so many of their cards grant bonuses based on how many other Lifebound heroes you've summoned that turn.
Adding to LG, my experience so far is that if you can snatch the yggdrasil staff early in the game do so and focus on raising runes. So far when I could get this construct early, I always managed to win the game. I also always LOST every time I focused on raising a deck with lot of cards with honors as that will lower the count on killed monsters too much.
Good call! I think the AI has invariably kicked my ass using that same tactic as it appears, more often than not when the AI wins with some insane victory point total, he had the yggdrasil staff in hand for a majority of the game.
When you want to use (not collect) constructs, try to kill a lot the constant monster at the beginning thus focusing on raising first attack points and slower runes. This will keep your deck uncluttered and allow access to heros and constructs early. I have earlier on asked why would we banish cards .... at orange level I learnt my lesson. If the deck is too big too fast, game over (except when luck does not help) LG: there are two key (or at least two key that I can see so far) cards that can change very early set the flow of the game: the ygg staff and Oziah the Peerless. if you get one of these early, you know on what to focus and the deck can be kept pretty neat.
Just did. Thanks! Edit: just noticed he hasn't been active on twitter since April. He doesn't even have a website or a portfolio. Don't think I'm gonna get an answer
Thanks. You are correct and I would say most Mechna constructs provide extra points when buying other Mechna constructs only. That is why one particular card is very welcoming -- playing it treats all constructs as Mechna type. Most other cards, with a few exceptions, have honour points roughly equal to half of their acquisition cost (round down), but for Mechna constructs, they always carry the same honours as their costs! Note that for the time being, the only card with 8 honours is a Mechna construct. It is harder to become the last in 2-on-1 games against oranges now than winning. Most of the time I am stuck in the middle. I find raising powers for attack important in early games, but after mid, you may wish to switch the collection tactics to acquisitions. Also, trashing constructs can only be done through killing certain monsters. It is important when facing construct gatherers. Also, it is hard to overlook the importance of heroes and monsters giving extra card draws during your turn -- I have seen the AI more than once making a chain/combo which raises its honour points > 10! (And you can imagine I have my a** handed to me)...
So maybe there would be value in at least banishing your militia once the main wave of monsters has been vanquished.
In general, you want to try to get into a safe position where you can banish your apprentices and militia whenever the opportunity arises, as they are weak, bloat your deck, and earn you no points in the final scoring.
Of course he does!!! He's done a ton of games, I'm just not sure how active he is with social media and whatnot :/ http://www.toddmasten.com/
hm i wonder when this is gonna be at the frontpage. it surely deserves it. there are only a few apps that are as polished and well designed as this one