Sunday, January 22, 2012

Quarriors, Part 2 (Spells)

So it gets a fair number of plays...

The green Growth dice are generally always the most useful. If the Portals are gone, the Growth ones is gone soon after. The weakest one lets you buy a second die - sadly, the game doesn't reward a lot of low-cost dice...you end up with a lot of dice, and you can't get a reliable spin. The favorite? The "Dark Ritual" (Growth Charm) lets you save the die for a turn where you can buy something big.

Death Charms come in second. Killing off other people's summoned dice comes second only to summoning monsters that are able to kill off other people's dice. In 2-player, the Death Incantation is pretty sweet - 5 for kill a level 2 or any level if you get the best version. But I like the Death Cantrip the best - it's hard to pull off a Stampede effectively, but it can take out all players' creatures.

The Victory and Shaping ones have nice dice - minor portal effects. As long as the dice are cheap - awesome...otherwise, they're tough be useful. The Shaping Cantrip is easily my favorite - bringing a just-killed creature back to your Ready Area is pretty broken in 2-player...dropping to pretty good in 3-player, and weaker in 4-player.

The Life and Corruption dice are my least favorite. Defense is pretty difficult to have be effective (plus, you're needing to knock out others' monsters). And finally, Corruption dice are pretty limp. Corruption Cantrip is probably okay if there is a lot of corrupted quiddity to give away. Otherwise, it just becomes extra space in your bag.

Overall, half of the spells could be tossed. They don't have enough "oomph!" when compared to VP-gaining monsters. Some of them make for some interesting combinations, but it's not easy to have enough time to buy the right dice (or even have the right dice to combine in the game). Adding a mechanic of "whenever you buy a spell, you may get rid of a basic quiddity", might make it more approachable.

Tough loves.

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