Hi to everyone. Its been 2 week since my last RW game which seems like an eternity! so just to have some fun I wan't to share some unusual things that can happen in a RW game which can be really interesting.
1) Tons of food, iron or Wood. Have you ever wondered which is the máximum profit you can take from a land? thats 5 I and we have seen them some times.
a) food: 11a and 4b, if you build a stronghold and put a development token on these lands, you get to the astonishing 4 food, and also adding a village exploration token (only comming in exploration tokens not adjacent to home realms) you can have 5 food in the same land. Seen this once in a game (we play weekly) and the land was quickly desolated.
b) iron, land 2a: same thing here, have never seen it.
c) Wood, land 8a: same thing here, have never seen it.
2) How much influence can you get in a quest phase without using quest cards? correct me If I am wrong here, but it is the astonishing number of 21. The first thing you need to do is have 5 héroes (tactic card liutenant general). Then you need to get the arcane ring reward card (during the questphase instead of moving, training or healig this hero you may instead gain 2 influence) and find a temple (whenever a hero end his turn here he gains 2 influence). You need to have beforehabd all your héroes in the same land with the temple exploration token and just end the first hero turn and pass the arcane ring to the next, gaining 4 influence per hero. But wait, I said 21! and for this to happen you need to have jonas the kind and the temple exploration token has to be in a city, not bad for just 1 quest phase!
3) Lets also have some fun with tactics cards. Humans are their rightful owners and you can do some nice combos with them. Before attacking with humans (hopefully to a player with no tactics cards) play bribery and take three influence to him, after that attack with wizardand make it again yours, gaining three influence for free and without having the chance of loseing them. If you have not upgradede your wizards you can also just discard it. If your opponent does not have influence you could compensate it with a favorable Alliance. Give him three influence regardless of him cooperating or not (better 4 - 4 ). Then you get it back with bribery and afterwards get you bribery card back to you.
4) Let them starve! If you manage to have a pillage card and a plague of vermin you can do a nice combo in auttum. You attack a land with tons of food like 11a or 4b, win the battle and play pillage (reducing your opponent food in three and then play plague of vermin to reduce it one more (you dont worry since your food increased in 3). Be sure he didn't play harvest and watch him starve to death. In one game we laughted hard when the elven lords, banished from their home realms died of hunger in the Winter of the seventh year with this tactic.
5) passage of silverhorn on steroids. The passage is the most feared card in our games, if you plan to play a victory card you always consider that one of your enemy has it, but it can be used to make miracles with the right tactics cards. The tipical use is to attack an unprotected stronghold, behind enemy lands, you can do this on spring (why spring?????, you will see). Inmeadiately after you win the battle (hopefully the foretress is not rally cried) you could play pillage just for fun and then dying lands, gaining twice the resources the área provided and making less worth for the enemy to attack you, but just to be sure, lets play horific rumours and put an enemmy activation token here, play a time for war to retain your 2 card and leave you soldiers there. In summer play 2 again. with a favor of the warrior guild and hopefully some reinforcements to destroy another land and afterwards retreating to this protected fortress, making some serious damage in the process. With this you could cut your opponent in 2, make sure that your attack is backed up by an ambitious enemy/friend that takes this opportunity to screw the player, for this he must have tokens. You can also combine your attack with a staff of light to easily win the battle.
6) Angels of Death. I love this one, you can really kill lots of héroes in one turn with some luck and played correctly. You just need hopefully 4 héroes (or 5!!!) located in lands with other héroes. Your tsrting hero should have wings of regrowth, hopefully a runeplate (specially with steelhorn) and if posible a black ring. Also, one of the three damage rewards (elven bow, rage blade and flame strike). You fly to a land with an enemy hero and one of yours, attacking and killing the enemy héroe (shouldn't be hard, just one special ability and you can protect yourself from the first blow of your enemy, if he has 4 hp you use black ring). The you give your next hero, this same rewards and go to the next, fliying and killing. With some luck you could kill 5 héroes in just one quest phase, making you control the hero game.
7) Hit and run, get attacked, hopefully having a giant. Play lightning bolt to do damage (apply it to the giant) and then tactical retreat, afterwards you can conquer the land .
8) your turn! have you find some interesting things you want to share? post them here and lets keep the learning process, I am sure we can find some interesting combinations
Edited by The Death