Even the Fighter’s 3-health guard with no other stats seems more useful than these: it actually survived a surprising number of early turns in our games simply because of that 3rd health. During the early turns it’s very likely your opponent will have at least 1 or 2 damage if they drew any cards with combat which means your few champion synergies are even less likely to trigger as your Followers pretty much get removed the first opponent’s turn after they are played. Having such low health (even if you give them +1 with her hero ability), they don’t usually manage to stick around very long which means you have to be buying champions from the market constantly (and perhaps solely) to make your synergies at all likely to trigger. The Followers seem generally lackluster as class cards. Even if you manage to get the champion synergy rolling it doesn’t seem to help as much as the synergies of other characters (such as the potential for 9 damage with 3 cards in the Thief deck or the chain drawing in the Ranger deck). The only card she starts with that draws is the Starsoul Amulet (which you’ll only have in your deck if you have that extra, Kickstarter magic items set). Her starting cards lack draw power and don’t have a lot of synergy, especially compared to some of the other characters. She doesn’t have a lot of combat potential right out of the gate and even with the potential 8 gold in the deck she also seems the most under-resourced of the characters. She begins with 2 1-health guard Followers and her once per turn hero ability works best if you have a couple champions in play as it gives them 1 additional health until your next turn. The Cleric character pack revolves mostly around trying to amass champions and keep herself healed up. Starsoul Amulet: magic item 1 gold, Gain 2 combat for each champion you have in play.2x Follower: 1-health guard, exhausts for 1 combat.Prayer Beads: 2 gold or 5 health, If you have 2 or more champions in play, gain both.Use this ability only on a champion that was stunned since your last turn. Once per game ability: Put a champion from your discard pile into play.That player’s champions gain +1 health until the end of their next turn. Once per turn ability: Target player gains 3 health.Over the course of this series I’ll be reviewing and discussing each of the character packs, including their strengths and weaknesses as well as how I rank them from most powerful to least. The breakdown of each class deck will be at the beginning of the pack’s/class’s discussion. Their starting cards are similar but unique to each class and starting health ranges from 50 to 60. The Character Packs throw a thematic wrench into this with an interesting diversity of class-based cards. The base Hero Realms game starts similarly to Star Realms: each player begins with the same deck of 10 starter cards and the same 50 health. The below rankings and opinions are solely my evaluation of the games played thus far. We did all our games with these cards included so the results may be different than your experience if you don’t have those cards. This means my market deck includes the 21 promo cards (1 came with a longbox) and the character pack starting decks include the magic item promos. When using combat, we also generally would always clear every possible champion first (even non-guards) before damaging each other directly.Īlso, being a completionist and an avid Kickstarter participant, I have the complete set of Hero Realms that you can possibly have at this point. We did try to cater our purchase choices based on what each pack seemed themed around, though with the same randomized deck for the market and only 5 cards available at a time there are only so many choices available a lot of the time. We both have a very similar play style when it comes to Star/Hero Realms: we both like to go for bases/champions (especially outposts/guards) and cards that heal. We’ve conducted research-oriented matches between various combinations of the character packs over at least a dozen games and the results form the basis for my opinions and reactions. The experience and games I am drawing from for this article series are all with the same person. This is the first in a series of articles where I’m going to focus on the optional Character Packs you can acquire to spruce up your game. It’s not a direct transfer, though the same base mechanics are used in both, and Hero Realms has several aspects that make it a uniquely different experience. Hero Realms, while seeming on the surface to be just a fantasy reskin of Star Realms, in reality actually distinguishes itself in many ways from its predecessor.
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