Watch as Ben and I battle it out in this league battle. The Geomancy league is really fun and super complex to analyse. So many combinations and timing issues to consider!
Is there something that explains what takes precedence for blooming ground? There were a few instances where it wasn't clear which terrain would spread to which square.
As with most things that affect the entire board, the effect starts in the bottom left corner and goes up to the top right corner, heading up left to right and then bottom to top. For each square that has an attachment, it checks each adjacent square (again in order from below and left to top and right) and copies the terrain if that square is empty of both existing terrain and not blocked or impassable.
Oh-oh, I can see it now, the new content and leagues is going to premier right around my finals week . That said, still super excited!
I still hate geomancers. There should be dead geomancers whichever side wins, so I guess that's a plus.
Can't stand anything with geomancers so I won't be going anywhere near this one! But I am a simple luddite and diversity for the masses can only be a good thing.
Does the card which activate all start of turn effects also decrease by one the duration of attachments?
I concur with scorpion - I will not play anything with geomancers voluntarily. Only play against them when I HAVE to and do it as little as possible.
I love geomancers,one of my favorite monsters,if not the ONE. this reminds me a map i posted on the custon wwhere we could control geos and chess pieces fun fun
Didn't you also make the one with the geo who has to try to keep goblin brutes from reaching the end of a hallway?
I'm thrilled to see even more stuff in-progress. I've also said this before, but I'll say it again: Geomancers represent an underutilized part of the game and this part deserves more attention. Back when first playing, I saw the minor Terrain effects possible in early levels and expected to see more of it as I went. There were cards like Flight Aura and Cleansing Presence: surely these would become standard in deckbuilding. Surely there would come corridors choked with Terrain and actual efforts to channel a target down particular routes, only to be foiled by adequate counters. Surely there would, in fact, be gradations of this challenge, leading you to make decisions about how much anti-Terrain strategy you needed here or there. Instead there are for-pay levels with Geomancers, and a few main-campaign enemies that annoy you with a Rockfall. Thus, some people get (what was the word I just used, hmm) annoyed, when stuff like this is supposed to be a fundamental "strategy" in any "strategy game." (Edit: mind you, alongside all the OTHER fundamentals.) So if there's more content that takes advantage of it, great! In fact . . . Okay, this post is getting long, but I think stuff like the new adventures is really darn important. New adventures at the same levels can expand on mechanics that didn't get enough attention the first time. Consider: do you fear putting Combustible on your characters? No? Maybe the game could use more "fire" levels. Do you bother with Shimmering Aura? Maybe the game needs more Magic- and Projectile-using enemies. And so forth. Any game is improved by exploring its mechanics to the fullest. So yes, rock on. You Geomancers.
Says the 3DC player lol Everyone has different playstyle otherwise all people would play the exact same class in MMORPGs. But don't wory Geos haters, I am pretty sure there will be leagues with fast battles using melees. Anyway this league type sounds fun but I have a little concern. Hover seems like to be a lot OP. From what I saw there aren't many attachments so removing opponant's Hover by playing three new different attachments on the ennemy would hardly do it. I am allready looking for some small tricks to get ride of it, hence my question: I am afraid that this will turn in "whoever draw the most hovers win the game". Well not the most, best is to draw one every 3 turns but you get the point ^^'