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 Post subject: Wandering Whorl
 Post Posted: Thu Jun 24, 2010 9:19 pm 
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Joined: Fri Nov 13, 2009 8:26 am
Posts: 139
I find it odd that wandering whorl can target ocean hexes that are no longer visible to the user. doesn't this largely defeat the point of water weird?

and, what if the terrain has been changed since the last time you saw it -- do you get the message about not being able to move, letting you keep guessing in the dark til you find an acceptable spot?

I have this same issue with freekeep. contrast with, say, trunk hermit, where, a bad spot means the hermit will likely drown.


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 Post subject: Re: Wandering Whorl
 Post Posted: Thu Jun 24, 2010 9:35 pm 
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Joined: Thu Nov 26, 2009 4:10 am
Posts: 829
Well, the hermit is like one of those crazy commando paratroopers trying to deal as much damage as possible, so it kind of make sense if he dies, or do you always want a weenie dancing around your base and dealing damage?

Well, the point of Whorl moving to a space you can't see is that you can't USE the Whorl until you see it again, unless it has one of the Spies with it. Water Weird is a weenie that is supposed to reveal ALL ocean hexes, so it should be a reliable combo to damage enemies or make a quick teleport. Of course, if the space has changed, you get an error, or do you want players to exploit the bug and have the whorl have an easier time displacing things?

BTW, when you say freekeep, don't you mean freehold?


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 Post subject: Re: Wandering Whorl
 Post Posted: Thu Jun 24, 2010 9:56 pm 
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Joined: Sun Aug 02, 2009 3:27 pm
Posts: 87
queeshai wrote:
I find it odd that wandering whorl can target ocean hexes that are no longer visible to the user. doesn't this largely defeat the point of water weird?


The Water Weird is really practical in a water deck anyway. The main problem with them is that they take precious water space on the dry maps!

queeshai wrote:
and, what if the terrain has been changed since the last time you saw it -- do you get the message about not being able to move, letting you keep guessing in the dark til you find an acceptable spot?.


If the space was water the last time you saw it, you can try moving, and if it is water now, the whorl moves. Otherwise nothing happens - you can keep guessing for other spaces (as long as they are water on your screen).

One danger with moving to a space you cant see is the opponent might have put something on it. That means the whorl is lost out of sight :P I've had that trick pulled against my water deck two-three times by now...


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 Post subject: Re: Wandering Whorl
 Post Posted: Sat Jun 26, 2010 2:08 pm 
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Joined: Thu Nov 26, 2009 4:10 am
Posts: 829
Dublone1870 wrote:
One danger with moving to a space you cant see is the opponent might have put something on it. That means the whorl is lost out of sight :P I've had that trick pulled against my water deck two-three times by now...

Haha, I actually do that on purpose and move a weenie nearby just to use my loxlorn sails to cause even MORE drowning nexxt turn. I remember wrecking one of Ata's CI decks with just this card and it's trusty sail as well.


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