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KarmanMonkey
Posts: 28
Registered: December 2008
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Sorcerers - losses?
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Tue, 02 June 2009 20:58
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When we were playing on Saturday, we interpreted that when the rules on page 4 said you "Permenantly discard" a race token, that it means that the race token is no longer available to be used with the sorcerers' race ability, despite the fact that it says the token ends up back in the tray. Since the sorcerers start with about eight extra tokens, I don't think this is terribly unreasonable.
Thoughts? Given what I've read elsewhere on the forum, our interpretation seems to be incorrect. Does anyone think it's unreasonable?
If the sorcerers' losses can be recycled via the race's power, that seems to me to make the race neigh impossible to stop.
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Magnot

Posts: 49
Registered: August 2006
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KarmanMonkey
Posts: 28
Registered: December 2008
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Re:Sorcerers - losses?
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Wed, 03 June 2009 00:45

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That's just it... Skeletons require constant conquests to replenish their losses, and it's usually, at most, two troops per turn. In a five player game, the Sorcerers can gain four "free" territories per turn, so to make them lose ground, you have to consistently take four or more territories away from him (on average) While your people are suffering attrition, the sorcerers aren't, since those losses are extras that he took away from you.
It's all well and good to suggest keeping at least two troops per territory, but that means you won't be able to expand as much as you should be, while the sorcerer player is under no such restriction.
Not trying to be overly negative, just countering your statements.
[Updated on: Wed, 03 June 2009 00:46]
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**player38092
Posts: 766
Registered: November 2004
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Re:Sorcerers - losses?
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Wed, 03 June 2009 16:01

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KarmanMonkey écrit le Wed, 03 June 2009 00:45 | In a five player game, the Sorcerers can gain four "free" territories per turn
| Unless they have "flying" or "cave" capabilities, Sorcerers rarely get into contact with the four other active races that the other players own.
Quite often, one or two players have gone into decline (and Sorcerers cannot convert races in decline).
One only needs to place more than one token of an active race in the way of the Sorcerers.
Now, in a multiplayer game, there also will be temporary "alliances", where everybody goes for a kill against a particularily dangerous race combo - if players manage not to get caught in small "vendettas" which make them loose sight of the global picture...
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Zoli2

Posts: 9
Registered: May 2009
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Re:Sorcerers - losses?
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Sun, 14 June 2009 20:05

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But when can I replace the tokens? For example, I conquer 2 region, and then I'm adjacent to an other race. Can I replace, or only the begin of my turn?
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BamH1

Posts: 85
Registered: August 2007
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