Root Solo Playthrough vs Electric Eyrie from Clockwork Expansion Using Mountains map

preview_player
Показать описание
In this video I play the Electric Eyrie from the new Clockwork Expansion as the Marquise De Cat on the Mountains map which is part of the Underworld Expansion.
Рекомендации по теме
Комментарии
Автор

@36:39, the Eyrie has to leave enough warriors to remain in control of #5, which would be 4, as Eyrie winds on ties. #5 had three cats and a building, so 4 is the number left behind, meaning only 3 would have been moved to #10.

EDIT: Ah, you caught it later lol

thelastmotel
Автор

I've found it to be quite common that the Electric Eyrie just get locked in this cycle of "draw a card on a fresh decree; recruit; move; battle; fail to build; turmoil".

thelastmotel
Автор

Great playthrough. But I think when Electric Eyrie goes into turmoil they lose points equal to bird cards in the Decree, not all cards in the Decree.

travisr
Автор

I've never played Mtn Map so unsure if setup rules... but how did you start with a Workshop in Clearing#5? Aren't your initial buildings supposed to be adjacent to keep?

Also 25:44 you can't build Sawmill in Clearing#7 as no connecting rule for Wood production..

matvaughan
Автор

Is it possible that battling in "lowest priority" clearings means the lowest numerical value on the priority token? It seems odd that, all other conditions being met, the Eyrie would choose to fight for the lesser priority clearing (logically wouldnt they want to go for the more important space, going by the definition of "priority"?)

jnasta