Jump to content


  • Content Count

  • Joined

  • Last visited


Everything posted by HyveMynd

  1. Greetings all, I just picked up the AH game a few days ago, and have been playing some solo games before I spring it on my group. During one of them something a little strange happened that I wasn't sure how to handle. Since my players are big "by the letter" rules sticklers I just wanted to try and clear things up. In one game, Dr. Vincent Lee returns to the Woods from an Other World and successfully closes the gate to the Great Hall of Celeano. In the Mythos Phase of the same turn, a new gate opens at... the Woods. What happens? Does Dr. Lee get sucked into the gate and become delayed, or does the "explored" token he got from coming out of the first gate prevent this? The rules are very specific about Investigators with an explored token not getting drawn into a gate during the Arkham Encounters Phase, but are pretty vague about other times. Help? Another issue. What exactly counts as an item? When an investigator goes insane or falls unconscious they discard half their items and half their clue tokens (rounded down). The rules clearly say to count up every Investigator Card except for Ally and Skill cards when determining how many should be discarded. But what exactly can you discard? Can you only discard Common and/or Unique Item cards? They are the only things actually called "items", so I am a bit confused here. Thanks.
  2. I have never played Descent (though I am looking into getting it) but I am almost certain that the two games are nothing alike. Other than the plastic "Hero" figures, that is. Don't be fooled by the look of the pieces though; Drakon almost has nothing at all to do with fantasy. The game mechanics and the theme have absolutely nothing to do with each other. The game could have been given any sort of "wrapping", sci-fi, military, modern day, you name it. This is not to knock Drakon at all, just be prepared for it. I was a bit surprised when I opened up the box and discovered that for myself. Thisis a strategy game, pure and simple like Chess, that just happens to be sent in a fantasy dungeon. From what little I knw about it, Descent seems more like a Talisman or Heroquest type game. Battling monsters, "leveling up" your hero, and exploring a dungeon while enemies (either controlled by the game or another player) try to kill you. Drakon is nothing like that at all. The end-all, be-all of Drakon is tile placement. The board is like a computer program, and your pieces simply follow the program that you and the other players build. Very little player choice comes from where you move your piece. 9 times out of 10 you don't have a choice about where to move your piece anyway; the arrows on the board dictate that. The biggest choice, and the heart of the game, is what tile to place and where. Do you place a tile in an attempt to screw over another player, or to help yourself? What can you do with the tiles in your hand? Do you just toss one on the board where it won't matter and hope to draw a more useful one? If you're looking for a game about controling an adventuring hero who explores dungeons, slays monsters and finds treasure, go with Descent. If you want a pure strategy game that has deceptively simple rules, but lots of depth go with Drakon. Just be prepared for the theme to have nothingto do with the actual mechanics.
  3. My friend and usualy SC opponent Force Mines his areas all the time. Mostly though it's because he doesn't plan out his economy all that well. As the original poster said, I hardly ever use it for fear of getting hit with a Refinery Bombardment card. The one time that I did use it, I thought I was being clever and denying my opponent resources for next turn. My opponent simply withdrew and left me with a useless plot of land...
  4. I also have played mostly 2-player games of Starcraft. I've played some 3- and 4-player games though, but unfortunately it's difficult for me to get a larger group together on a regular basis. As the other posters have said, 2-player games are much more unforgiving on mistakes; many games I've played have seen either me or my opponent without a home planet at the end of the first turn. It's pretty difficult (if not impossible) to recover from that. You have to plan your stratagy right from the beginning. You can't really dabble and go for a little of this and a little of that. My opponent (who was less experienced than I) would do that for the first few games we played, and I always crushed him. While he was building all the different buildings and modules to try out the different units and purchasing random tech, I made a bee-line for exactly what I needed, and spent the rest of my time cranking out units. He wised up pretty quickly though. Failure is the best teacher it seems. Another thing to be aware of is the Order placement. Since you can place an order token practically anywhere you want (since most of the planets will be adjacent to each other) you can really screw over your opponent. Or be screwed over yourself. If you go first and stack your orders all on one planet, be aware that your opponent can just place their last token on top, locking you out. I've done that quite often. Also as mentioned, with only 4 planets on the board, you can threaten practically everywhere at once. But at the same time, your opponent can hit you from almost anywhere. With no other players, there is no one to take the pressure off you if things go badly. As Joram said, it's a lot more competitive. I'd say a lot more agressive too. The game can also end pretty quickly too, if you're not careful. With only 5 each of the Stage 1 and Stage 2 cards, you get to Stage 3 of the game pretty quickly. If you don't pay attention to what your opponent's Special Objective is, you can be in for a rude awakening. All in all, the fact that the game is still very challening and enjoyable with only 2 players is what makes this one of my favorite FFG games. Once you get used to the set-up phase (it really helps if you keep the different faction pieces and cards in tupperware containers for easy hand-out) you can be ready to play in about 5 minutes. Depending on how skillful (or lucky) you and your opponent are, the game can last from about 15 minutes to over an hour.
  • Create New...