Summoner Wars Catch All

If you're having problems connecting to the Servers after the update, start the Tutorial, then you should be able to go online without a hitch.

Hereafter wrote:

@Brian, you got Gror'd :)

Finally got back to my game. OUCH! Adding 2 attacks to Gror, twice, then marching right in near my summoner. All done in one shot. I'll have to watch out for that!

Good game!

That was a crazy game Pacman. First time facing cloaks? Looked like you were unprepared for blindsided

Edit: sorry I selected the wrong deck and withdrew our second game. I r
Invited you back

Hereafter wrote:

That was a crazy game Pacman. First time facing cloaks? Looked like you were unprepared for blindsided

Edit: sorry I selected the wrong deck and withdrew our second game. I r
Invited you back

It wasn't so much unprepared as lacking in options to do much else. It was my first undead game, so not saying I have all the kinks worked out with them, but I was not drawing well at all.

Pacman,
That was a CRAZY last round!

Indeed, though I think it would have gone better for me if I had not forgotten to use the legion of the damned power after playing the event card in the previous round!

As soon as I took my third attack (a worthless wall attack), I realized what I had done *sigh*

Good game Dysplastic. I was hoping you summon Krung and use up all your magic points!

Can everyone add themselves to this gdoc, please?

I finally sat down and learn to play the game and it's a lot of fun! Anybody have any essential newbie tips for me? You can save me a lot of heart ache.

Crockpot wrote:

I finally sat down and learn to play the game and it's a lot of fun! Anybody have any essential newbie tips for me? You can save me a lot of heart ache. ;)

Managing your magic is much more important than flooding the board with commons. Look at your commons think "will playing this guy this turn or next turn help me win the game?". If not, he should probably go into the magic pile at the end of the turn. Most commons will be magic, the only question is will it be for you or for your opponent.

Similar thought with event cards. While some (Besiege the Walls for the Dwarves comes to mind) are handy to hold onto, if you don't forsee playing it the next turn will help you in a major way, toss it to magic. This 1) gives you more magic to work with and 2) means you'll be drawing more cards, so more likely to get champions or cards that can help you in a larger way.

These are pretty general tips, different factions can go a bit differently. You can do quite well with say the Cave Goblins swarming a bunch of 0 cost commons, and the Jungle Elves can also beat face with some of their pricier commons.

Crockpot wrote:

I finally sat down and learn to play the game and it's a lot of fun! Anybody have any essential newbie tips for me? You can save me a lot of heart ache. ;)

Some of the best advice I've found mes from BGG.

and

Source: Here.

Some factions break the 3 move / 3 attack per turn ( JE, CG ) but on the whole, the advice above helped me immensely.

Hereafter,

Nice game. I would have liked to see how it would have gone if I didn't roll so horribly. The two missed attacks on my injured knight were a big miss for me. Either would have let me unfreeze Balon without missing a turn. Might still not have worked out, but there would have been much more pressure on your summoner.

Pacman - you're getting wily with those Phoenix elves, nice game. It was my first game with the Vanguard and I obviously don't have the hang of them yet. Whatever creature you were using with the fire breath was just about the perfect counter to the Vanguard knights. Completely defeats their "attack me!" power.

Pacman wrote:

Hereafter,

Nice game. I would have liked to see how it would have gone if I didn't roll so horribly. The two missed attacks on my injured knight were a big miss for me. Either would have let me unfreeze Kalon without missing a turn. Might still not have worked out, but there would have been much more pressure on your summoner.

I felt so stupid after I trapped my summoner on purpose!

Yeah, the Vanguard's biggest problem is the lack of firepower to even kill their units in the beginning. I think you should've won the match, besides the horrible rolls for you (how long did it take you to kill that lone shaman!) I messed up everything I did including doing a shuffle with my summoner on the first turn! You probably wondered why I did that :-). I didn't mean to.

In the end I got lucky and won. I'm surprised you dumped the summoning surge though, it's probably your best event card.

Thanks for the advice! I'll play some more aganist the AI this week, then I'll try online after that.

Boudreaux - Thanks, nice game on your part too, you almost caught my summoner with the Archangel. The fire-breathing units are, aptly enough, called Fire Beasts :p And I have to give much of the credit for my wilyness to Hereafter beating me up with the Phoenix Elves many times, especially the Fire Beast/Holleas combo. I can copy what I see work pretty well!

Hereafter - It was painful to dump the summoning surges, but I had to decide that 1 sure magic was better than the possibility of three in the future. I've played too many games against you to expect you to casually allow your units to outnumber mine, especially when with the Vanguards it is pretty hard to kill my own units (I tried! several times!). I know one of them was the difference between having 7 magic for sure next time, and being able to bring Balon out, or having 6 and not being able to bring a champion out. I've sat on similar cards too long in other games against you :p

Good game Athros! I think the wall placement did you in. The funnel really messed up your charge!

Hereafter wrote:

Good game Athros! I think the wall placement did you in. The funnel really messed up your charge!

Yep. It was a great way to trap both of the champs I got out. I was starting to back up and go around when you kacked Sera.

Well played!

I wanted to check out the online part of Summoner Wars, then I notice you can set the game length (15 minutes-14 days). Is this the length of the whole game or length of your turn before you forfeit? (i.e. Hero Academy & Outwitters). If its game length, then who loses if time is up?

Crockpot wrote:

I wanted to check out the online part of Summoner Wars, then I notice you can set the game length (15 minutes-14 days). Is this the length of the whole game or length of your turn before you forfeit? (i.e. Hero Academy & Outwitters). If its game length, then who loses if time is up?

Also, check out this article after you have a few matches

http://www.plaidhatgames.com/news/92

Hereafter wrote:
Crockpot wrote:

I wanted to check out the online part of Summoner Wars, then I notice you can set the game length (15 minutes-14 days). Is this the length of the whole game or length of your turn before you forfeit? (i.e. Hero Academy & Outwitters). If its game length, then who loses if time is up?

Also, check out this article after you have a few matches

http://www.plaidhatgames.com/news/92

I believe the time is how much time you have before you forfeit the game. It is cumulative, so in a 15 minute game you need to complete all of your turns in 15 minutes. I mistakenly accepted a 15 minute game, and I didn't respond in time, so I got the forfeit.

Hereafter wrote:
Crockpot wrote:

I wanted to check out the online part of Summoner Wars, then I notice you can set the game length (15 minutes-14 days). Is this the length of the whole game or length of your turn before you forfeit? (i.e. Hero Academy & Outwitters). If its game length, then who loses if time is up?

Also, check out this article after you have a few matches

http://www.plaidhatgames.com/news/92

Great article, thanks for sharing.

So, after a few more games I have to revise my previous opinion on Miti Mumway (jungle elves champion). I had been thinking he wasn't worth the cost. But if you can get him out earlyish, and support him with various Chants (especially Haste and Life), he is a serious handful. He can bull straight through commons using trample, and has quite good health and attack strength.

Got my physical copy yesterday with 9 total factions (Master set plus mercenaries, filth and vanguards)

Setup a game of Vanguards for my wife and Mountain Vargath for me. Never played either deck, but for a first game, I would highly recommend not giving the new player Vanguards! They are pretty defensive in nature and when positioning really counts, that's not very easy for a new player. Live and learn. In other news, she forgives me and thinks we can enjoy a different matchup soon.

Nice game Fedaykin. I was afraid my attack was going to stall out there just a bit short of the kill, and then your advantage in cards left would grind me down.

I can't quite wrap my head around playing as the Fallen Kingdom. I've heard it suggested that you need to kill off the reapers once they have built up a couple kills, to build your magic and prevent it going to your opponents, but the timing on that seems hard to master.

Apologies for the slow turns, y'all! Server issues + being out of town + damn, I'm dead again??

The dwarf unit that can heal when attacked does slow down the game. I know, since I've been playing the dwarves. However, when you finally mean to heal and somehow you press the button that takes the damage thereby killing the unit .... AAAARRRRRRGGGGHHHHHHH.

Pacman wrote:

I can't quite wrap my head around playing as the Fallen Kingdom. I've heard it suggested that you need to kill off the reapers once they have built up a couple kills, to build your magic and prevent it going to your opponents, but the timing on that seems hard to master.

Even after half a dozen games with the FK, I still struggle with them. When the card draws work out well you can really overwhelm your opponent, but it seems like it's really easy to make a single mistake that sinks you.

Oh, who am I kidding? I struggle with ALL the factions.

I'm winning a online game just with Gror (Dwarf champion) alone. He is amazing.

Hereafter wrote:

Good game Dysplastic. I was hoping you summon Krung and use up all your magic points!

Yeah, good work on that

I really suck with the Tundra Orcs, just can't really wrap my head around how to best implement their mechanics. Doesn't mean I won't stop trying, though!