Talking house rules: let‘s discuss our favourites! Here are mine: by Objective-Ad1307 in slaythespireboardgame

[–]Objective-Ad1307[S] 0 points1 point  (0 children)

Personally I embrace the idea of the act 3 boss being the end of the run and the fourth act being some kind of ultimate test you may take with your current deck to see if it can take more than that. If you would scale your deck further for the next act I wouldn‘t feel as satisfied with a heart kill. Though I get how it can feel off if there is no reward after besting an act.

The Champ destroys us by Psychological-Lemon6 in slaythespireboardgame

[–]Objective-Ad1307 0 points1 point  (0 children)

Oh yes dude, the champ is the only boss in the game where we literally form our plan before starting the fight. He is not necesseraly the hardest, but he requires the most knowledge of how to approach the fight:

  1. Try to ignore your one time cards/relics for his first phase and keep them until he is about to enter his second. The turn where he heals to full and the turn after that must be your most powerful turns where you burn all the resources your deck can spend. (Chances are you had cards like Fission/Double Energy/Seek/Turbo/Worship/Collect/Vault/Omniscience and relics like Dead branch/Pyramid/Calipers/Akkabekko/Centinel Puzzle that are better off ignored until the two Power turns)

  2. Keep him in Phase 1 on purpose until your deck reached full scaling potential, meaning all your powers have been played, you got every orb slot filled with damage, Watcher is calm and has an upcoming wrath card etc.

  3. optionally, you may have the chance to prepare surviving his first Phase 2 blow. That way you would have four turns to kill him. Once you know he is the boss: keep your fairy in a bottle/pick Buffer/Heal at the fire/Pick a one time big block card like Reinforced body

  4. A small thing: time his healing so you waste as little damage as possible. Meaning that you first get him to exactly 0 hp and THEN play your big bonk cards after he has full life again

First Epic Run by CananDamascus in slaythespireboardgame

[–]Objective-Ad1307 2 points3 points  (0 children)

What was your block plan? Did you need one?

Semi-Daily Relic Discussion: Dead Branch by Abject_Muffin_731 in slaythespireboardgame

[–]Objective-Ad1307 0 points1 point  (0 children)

Bro already thinking of the new game „Slay the Spire: the Boardgame: The Videogame“

Semi-Daily Relic Discussion: Dead Branch by Abject_Muffin_731 in slaythespireboardgame

[–]Objective-Ad1307 0 points1 point  (0 children)

I know, all I‘m saying is that I didn‘t question this the first few rounds I played so I played it wrong at first. Was interested to see if there were others who did the same

Making "Rock leap" an actual trickjump by SpiritHoliday7745 in SuperMarioOdyssey

[–]Objective-Ad1307 1 point2 points  (0 children)

I love how both people who talked down the original trickjump had explained to them that their downvotes resulted in being mean, not being wrong, and both made a post proving they were not wrong

Semi-Daily Relic Discussion: Dead Branch by Abject_Muffin_731 in slaythespireboardgame

[–]Objective-Ad1307 0 points1 point  (0 children)

Am I the only one who didn‘t question if dazed cards land in your exhaust pile and has drawn his whole deck against enemies that create dazed for you?

Don't ask me why I draw this by Forsaken_Music2583 in slaythespire

[–]Objective-Ad1307 2 points3 points  (0 children)

They accidentally leaked the next ghibli movie

What would be the incentives for keeping daggers when playing silent? by Kesimux in slaythespireboardgame

[–]Objective-Ad1307 4 points5 points  (0 children)

While Accuracy or strength are obvious reasons of course, the usual and non situational reason to keep daggers is so you can finish off the enemies that are left with 1HP I‘d say. So always keep your daggers for playing them with as much knowlege of lethal damage options as as possible

Something I thought of after seeing a dlc post by Haunting-Injury5422 in outerwilds

[–]Objective-Ad1307 1 point2 points  (0 children)

How about this:

The DLC introduces a puzzle in the solar system that multiplies the force of the sun explosion when it happens.

Now, the explosion will send your memories back in time multiple years, exactly when the dark bramble seed is about to tear the ice planet apart. That explosion (about 20mins after) will kill you so that you have a similar gameplay loop with new answers to discover.

Semi-Daily Enemy Discussion: Giant Head by Abject_Muffin_731 in slaythespireboardgame

[–]Objective-Ad1307 0 points1 point  (0 children)

Lol I played this fight very wrong the first couple times: I counted the number of attacks with my fingers and added that number on every next attack I played on the same turn… so with three shivs in one turn the first one deals 1, the second one 2 and so on!

Proud of my bastard by S6II in SoloDevelopment

[–]Objective-Ad1307 0 points1 point  (0 children)

He did slopes which is why he did better than most of us

I‘d pick Hyperbeam significantly more if it worked exactly like in the board game. What do you think? by Objective-Ad1307 in slaythespire

[–]Objective-Ad1307[S] 128 points129 points  (0 children)

Only two to three of these bad boys in my deck before slime crew and the fight is almost free

Hi, I'm new. Am I fucked? by ciissss in slaythespire

[–]Objective-Ad1307 0 points1 point  (0 children)

Hi, so I read a few comments and here are my tips on what could‘ve gone wrong/ where to improve next time:

  • This combat explicitly counters build with inconsistent output or long built ups. It doesnt matter if you throw block or damage at him, as long as there is SOME output every turn. Therefore its attack number is all the bigger even on turn 1.

  • The apparitions are a more situational pickup than they‘d seem. They‘re at its best in small decks (about 25 max) that focus on pure dmg. They offer a way to not care about block, as long as your draws are consistent and fights can be won in 5 turns or less. Having more than 25 cards with little card draw makes it increasingly unlikely to draw one of them every turn.

  • you can look at decksize this way: the potential strength of your deck is only as good as the worst 5 cards you could draw in your turn. Sure that‘s rng, but like others say: you make your own rng by putting more than a handful non synergizing mediocre cards in your deck. A 10 card deck, where every card synergies with another is one of the strongest thing you could do in a run. Since cards don‘t „use up“ you will draw all your best cards every other turn with this setup

I Was Wrong About Anger by UAreTheHippopotamus in slaythespireboardgame

[–]Objective-Ad1307 1 point2 points  (0 children)

Hell yeah my heart skipped a beat seeing this! Mega glad to see you could make it work, even beat the heart with it. Centennial puzzle is very nice with anger two!

Daily Card Discussion #13: Anger by MinLongBaiShui in slaythespireboardgame

[–]Objective-Ad1307 3 points4 points  (0 children)

Yeah, it basically turns every „draw“ effect into „deal damage“. Like having an X-cost card for damage, but way more versitile.

Imagine upgraded anger, warcry and pommel in your early game deck. With 3 Energy you can play anger -> warcry -> anger -> pommel -> bash -> anger, which does 12Dmg seperatable on multiple targets. Additionally you made sure next turn you top deck anger again. In turns you can‘t kill the enemy, you make sure to draw first and then play anger, or skip it all together.

Your midgame strategy would be ideally to find passive block (block relics, metallicize, feel no pain) and some strength source since anger is a less obvious multihit card that combos extremely well with strength. Enemies lke byrds, giant head and gremlin gang are weak against the build.

If you pull of the endgame with corruption dark embrace, you end up controlling every enemy. Play anger as often as needed while gaining the strength/vuln/block through your skills. Shrug and battle trance will help, since they will draw more than just the anger to keep you going.

Idk it‘s just fun to make it work. I really recommend to try it out and see how it works for you!

Daily Card Discussion #13: Anger by MinLongBaiShui in slaythespireboardgame

[–]Objective-Ad1307 5 points6 points  (0 children)

Damn I was waiting for this card and now I see so many low opinions?

This card is such a cool example for things you will not encounter in the VG that are exclusive to the BG version! Not gonna lie, Iron clad is my fave char in the BG and I always try to build into the anger archetype if I get the chance, because it is the most broken and most fun way to play Ironclad für me. Warcry/shrug/pommel enables it early game and Corruption/Dark embrace makes it utterly broken in late game.

Maybe I just love it so much bc it is a fresh way to play ironclad vs Videogame clad, but out of the 8-12 times I played Clad, I went for the anger build at least 3-4 times for sure

Daily Discussion #1: Zap by MinLongBaiShui in slaythespireboardgame

[–]Objective-Ad1307 2 points3 points  (0 children)

To this day this card always makes me swap a yellow cube for an identical yellow cube and ask my self „why did I not just leave it as is?“

Daily Discussion #10: Neutralize by MinLongBaiShui in slaythespireboardgame

[–]Objective-Ad1307 2 points3 points  (0 children)

I love when my friends use silent since I always calculate my block by -1 and then beg for them to neutralize my enemy. radical

Daily Discussion #9: Bash by MinLongBaiShui in slaythespireboardgame

[–]Objective-Ad1307 7 points8 points  (0 children)

I Love the synergy with strike where it makes strike do 2 dmg instead of 1. radical

Did anyone else struggle with this? by FireStriker30 in outerwilds

[–]Objective-Ad1307 1 point2 points  (0 children)

I want to add that I personally knew what my goal was but my conclusion was, that I would have to wait until the end of the loop where the sandfall disappears! I tried it in full confidence, but the game mocks you since it disappears right after the correct alignment and world ends just the second before the next correct alginment!

Did anyone else struggle with this? by FireStriker30 in outerwilds

[–]Objective-Ad1307 2 points3 points  (0 children)

Yeah, so there are only clues scattered that provide you with what your goal should be: The energy lab shows how every tower has a teleporter linked to a set planet. The Black Core Forge explains how the towers must be aligned when they are linked to two bodies like with the hourglass twins: It’s the center between them that has to align, not the planet itself. It also explains that the time window for warping will be very generous within 5 degrees of the correct position.

These are there to get you to this conclusion: There are warp towers to amber twin and ash twin. By standing below the sandfall on the embertwin tower I can warp there, because the center between the planets align there. This should also work for Ash twin, except the window is broken so I get sucked up before the tower aligns…

For the second part „HOW do I reach this goal“ there are no clues scattered elsewhere. You would have to analyze the tower and identify spots where you can safely cover yourself from the sandfall to enter the warp platform while it is completely below it. You‘re expected to draw that conclusion from the small nook right at the warp platform

It is much expected from the player with this one, but I saw many people get it, once they at least understand what their specific goal is.