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Fordítási probléma jelentése
Exactly as you've described in your post above: I make sure I have at least 12 craft or strength before hitting the CoC. The possibility of the Ice Queen pretty much makes it mandatory for me.
There's something I'd like to add to your analysis. With so many Adventure and Spell cards (total of 280 and 70 respectively) if you play with both expansions, there seems to be a dilutive effect on the quirks of the AI. Many of the additional cards are what I would deem 'filler'. I don't mean that in a critical way. It's just that there a lot more cards that have limited impact (i.e. gold bags, pedlar, etc.). What I have found is that building character stats is taking longer due to the lessened chance to draw 'impact' cards (i.e. Fountain of Wisdom, enemies, Enchanter, etc.). This extension of the game gives the AI a greater chance to recover from its quirks. The AI is still fallible and should be beaten the majority of the time. But it's not the mortal lock it may have been in the basic game.
I think it's made the game far more enjoyable to play. I can't wait for the Dungeon.
What I hadn't realised - because I didn't read the card carefully enough (or at all really) - was that Crown and Sceptre takes a life on EACH player's turn, not just the one at the Crown. This is effectively first to the Crown wins with the slimmest of chances for an opponent right on your tail to catch you.
Danse Macabre with a 1 in 9 chance of an outright kill (1 in 3 for characters without fate points) should also end the game swiftly for the person at the CoC.
Only traditional CoC with no ban on regaining lives leaves a chance for an opponent to buff up and win the game later. I say a chance - the Inner Region puts six squares between the Portal and the Crown with no healing opportunities and various options to lose lives. A character without greater than four lives to start with or a healing spell or the saint card might not make it from the portal to the Crown without dying en route.
So if you are significantly weaker than an opponent who seems determined to buff themselves to the max before essaying the inner region it could make sense to make a break for it, go for the Crown, and hope the Crown and Sceptre or Reaper takes superman down before he can get to you. And keep your fingers crossed that you won't get iced at the end.
S.x.
My ignorance of the Warlock's Quest did me up a treat the other day and I'm kicking myself for it. It cost me a very easy win. Because I didn't understand quite how it worked I thought it had been cast at the beginning of the game and I'd somehow just missed it. I actually left the Plain of Peril when I was about to beat Death, to go back down to collect four quests when I didn't need them at all. Duh! I felt such a prat. I suppose it's all a learning curve.:D I don't get caught out twice.
I think it would be nice to be able to choose the Warlock's Quest card. I must have played dozens and dozens of Frostmarch games now and I've never had it (hence my ingnorance of it).
I think it would make a nice change. I do think, though, that it could be a long game. It can sometimes take ages to land on a particular square or get the right enemy to kill. I spent ages the other day waiting for an animal to turn up and it was really starting to get silly. Times that by four and if you get an unlucky run, you could be there all night. :)