Post by AceLeader on Apr 19, 2006 15:02:38 GMT -5
The book is based on using Permission to it's fullest advantage. Victory is achieved by passing the castle a lot, and each pass increases your lap bonus, as well as Manna and Barometz bonuses. A decent amount of cards to slow down the opponent too.
2 Clockwork Owl - When put near the castle, you can pass it and the castle, reverse your direction, then permission and run through again. Also helps with Chaos Panic. Very helpful on one-way maps.
4 [green]Barometz[/green] - God card. I usually gain at least 1500G off this one card per game.
2 [yellow]Witch[/yellow] - Can be helpful sometimes, as it helps you can hurts the opponent. Barometz is much better though. I'd probably cut this if I ever get more Word of Recall.
4 [beige]Bind[/beige] - Slows the opponent. I like it better than Slow.
4 [beige]Chaos Panic[/beige] - This card is so amazingly annoying when times right. It can help you use permission effectively on one-way maps.
4 [beige]Fly[/beige] - Combos with Haste to accelerate through the forts.
4 [beige]Haste[/beige] - Combos with Fly to accelerate through the forts.
3 [beige]Holy Word 0[/beige] - Slows down the opponent and can hurt them a lot if timed right, on a warp of a third enemies high level creature.
4 [beige]Manna[/beige] - Lifeblood to the win condition.
2 [beige]Peace[/beige] - Stops the occasional high-level space you don't want to land on. Computers see it as beneficial, so they usually keep it there.
4 [beige]Permission[/beige] - The basis of the book, makes a lap much faster. It's a shame I can only run 4....
4 [beige]Shatter[/beige] - Originally put in because of Drain Magic, but it's a helpful card. If I had 4 Supression, I'd probably run those instead, to rid the game of spell removal and Drain Magic.
4 [beige]Triumph[/beige] - Cheap spell that easily give me more G then it costs. Not amazing though.
4 [beige]Wind of Hope[/beige] - Great card to get me the cards I need. I rarely discard, so it's not too much.
1 [beige]Word of Recall[/beige] - I only have 1, but it can be used to speed up a lap or screw an opponent.
So there it is. Expect to have a lot of G and nothing good to do with it. If you happen to have a temple on the map, buy lots of Symbols, so you aren't so vulnerable to cards like Drain Magic and Judgement. Also, they increase your lap bonus. If you feel lucky, I have used a pretty risky strategy to get 3000G. Buy at least 200 symbols of one element, and make sure you have at least two creatures on that element. Level up one of the creatures to level 5, and vualla, you just earned yourself 2800 from the symbols alone. If one of those spaces gets destroyed, then you are in bad shape.
2 Clockwork Owl - When put near the castle, you can pass it and the castle, reverse your direction, then permission and run through again. Also helps with Chaos Panic. Very helpful on one-way maps.
4 [green]Barometz[/green] - God card. I usually gain at least 1500G off this one card per game.
2 [yellow]Witch[/yellow] - Can be helpful sometimes, as it helps you can hurts the opponent. Barometz is much better though. I'd probably cut this if I ever get more Word of Recall.
4 [beige]Bind[/beige] - Slows the opponent. I like it better than Slow.
4 [beige]Chaos Panic[/beige] - This card is so amazingly annoying when times right. It can help you use permission effectively on one-way maps.
4 [beige]Fly[/beige] - Combos with Haste to accelerate through the forts.
4 [beige]Haste[/beige] - Combos with Fly to accelerate through the forts.
3 [beige]Holy Word 0[/beige] - Slows down the opponent and can hurt them a lot if timed right, on a warp of a third enemies high level creature.
4 [beige]Manna[/beige] - Lifeblood to the win condition.
2 [beige]Peace[/beige] - Stops the occasional high-level space you don't want to land on. Computers see it as beneficial, so they usually keep it there.
4 [beige]Permission[/beige] - The basis of the book, makes a lap much faster. It's a shame I can only run 4....
4 [beige]Shatter[/beige] - Originally put in because of Drain Magic, but it's a helpful card. If I had 4 Supression, I'd probably run those instead, to rid the game of spell removal and Drain Magic.
4 [beige]Triumph[/beige] - Cheap spell that easily give me more G then it costs. Not amazing though.
4 [beige]Wind of Hope[/beige] - Great card to get me the cards I need. I rarely discard, so it's not too much.
1 [beige]Word of Recall[/beige] - I only have 1, but it can be used to speed up a lap or screw an opponent.
So there it is. Expect to have a lot of G and nothing good to do with it. If you happen to have a temple on the map, buy lots of Symbols, so you aren't so vulnerable to cards like Drain Magic and Judgement. Also, they increase your lap bonus. If you feel lucky, I have used a pretty risky strategy to get 3000G. Buy at least 200 symbols of one element, and make sure you have at least two creatures on that element. Level up one of the creatures to level 5, and vualla, you just earned yourself 2800 from the symbols alone. If one of those spaces gets destroyed, then you are in bad shape.