I will spend my last two supply and two of my favours to muster on key to the city and forest path.
Then rest?
Tip, maybe?
By mustering twice you put yourself at all but 3 warbands mustered, leaving yourself with 1 less Supply next turn. Alternatively, you could trade 2 Favor for 2 secrets with Key to the City, which might be nice to have?
I’ll stick with what I have as I will end up burning that extra supply to gain favour or travel to somewhere to use the secret.
So rest please.
Although I thought a trade was 1-1 for secrets to favours and favour to secrets.
Trade is 1 secret for 1 favor or 2 favor for 0 secrets. Plus the number of matching advisers you have. So seeding the board and matching your advisers is the key to efficient trading.
That is a clever mechanic. (Still sticking to my move).
I can see now how the different groups add power to your options as secrets are more useful long term than favours although favours hold more immediate short term benefit.
I just want to emphasise that I made a typo above - it’s 1 secret for 1 favor + matching advisors, yes, but 2 favor for 0 secrets + matching advisors, not 1.
Listened to the SUSD podcast on Oath. Made me quite excited to see how/if a meta/history evolves in this game.
Well, even though it’s been a lot of mechanical learning, we’ve already got the bones of a story.
The first challenge came from the Hinterland, with an usurper rising to power rumoured to have the aid of demonic forces.
The Chancellor didn’t act in time, and was on the verge of losing the empire when another exile stepped up and thwarted the usurper. As a reward, the Chancellor granted him citizenship. In seeking the accoutrements of power to cement his position as the Chancellor’s successor, he left himself open to ambush by another exile. This third exile is claiming divine lineage and the right to rule, and it currently looks like the people believe his claim.
What’s going to happen next…?
NB: A lot of this is the kind of thing that will largely repeat in a lot of games. I think the unique flavour will come from which denizens propelled the players to success and ruin. Like, I’m already seeing the alchemist playing a big role, the Longbows too. The old oak has been very mobile, and there’s probably a lot more besides.
The physical game comes with this neat little book where you can write down the chronicle of each game
Even though my games were all multi-handed solos I have written down some of these developments there. I wish my handwriting were better though.
I love the little illustrations that someone on BGG had used to populate their book. I may try something that looks a lot worse with mine.
Chris ignatov was the BGG poster for that suitably menacing chancellor and prince combo.
Am I right in thinking that I can target some, but not all, of another player’s relics in a campaign, as long as my pawn is at the same site as theirs?
glares suspiciously at Whistle_Pig
That is my understanding. You just declare what you want to campaign against and then roll for it. I believe against the total number of defense dice involved.
Yup, that is correct.
I think we need to check those odds. Assuming blue uses Fire Talkers, you are looking at 3 dice, average outcome of 3, against 4 dice, average outcome of 4 + 4 warbands. So even if you sacrifice all your Warbands to get +5, you end up with 8 v 8 and won’t win on average rolls.
Is your move made based on understanding these odds, or were you unclear on how campaigns work?
And I will.
I hadn’t spotted the fire talkers… Would it make more sense to target just the darkest secret?
That changes things to an average of 1+4 Vs 3, so probably 3 Warbands sacrificed for a win.
The problem with the original campaign is threefold: shortage of Warbands, a good defensive battleplan, and 4 defence dice. But it’s always possible to roll 0 on four defence dice.
Do what you will, I’m just checking you have the rules straight.
