Online Match: Valley

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Online Match: Valley

Postby Kyyborg » Mon Dec 19, 2011 3:09 pm

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Updated in v1.08: Added a resource tile to the center.
Last edited by Kyyborg on Fri Mar 30, 2012 3:03 pm, edited 2 times in total.
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Re: Map: Valley

Postby Qvaak » Mon Dec 19, 2011 4:32 pm

There's a single player map with the name Mountain Pass. It's kind of similar, but the corner tiles have no resource production and the middle is only one tile wide. Shouldn't this be Mountain Pass II or something?
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Re: Map: Valley

Postby Kyyborg » Tue Dec 20, 2011 9:03 am

Qvaak wrote:There's a single player map with the name Mountain Pass. It's kind of similar, but the corner tiles have no resource production and the middle is only one tile wide. Shouldn't this be Mountain Pass II or something?

Dear sir, you are correct. It's now called Valley.
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Re: Map: Valley

Postby Void » Sat Feb 18, 2012 6:12 pm

I think maps gets more fun to play on when they have deployment locations.
It is fine to have one without for the variation, but please don't make more of them.
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Re: Map: Valley

Postby Kyyborg » Fri Mar 30, 2012 3:03 pm

Updated in v1.08: Added a resource tile to the center.
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Re: Map: Valley

Postby Void » Sat Jun 02, 2012 7:55 pm

Here you can see how many resources are produced every turn on the different maps.
Coiled: 8
Crater: 8
Moscow: 8
Squared: 8
Two Sides: 9
Desolate: 10
Forked: 10
Two Choices: 10
Resourceful: 10
Valley: 13

I think that you get DP and ressources a little to fast on this map. So I would like to remove one of the ressorce tiles.

option: 1
:ti: :ti: :pl: :ti: :r1:
:em: :r1: :ti: :r1: :em:
:em: :ti: :r1: :ti: :em:
:em: :r1: :ti: :r1: :em:
:ti: :ti: :op: :ti: :r1:

option: 2
:ti: :ti: :pl: :ti: :r1:
:ti: :r1: :ti: :r1: :em:
:ti: :ti: :r1: :ti: :em:
:ti: :r1: :ti: :r1: :em:
:ti: :ti: :op: :ti: :r1:

option: 3
:r1: :ti: :pl: :ti: :r1:
:ti: :r1: :ti: :de: :ti:
:em: :ti: :r1: :ti: :em:
:ti: :de: :ti: :r1: :ti:
:r1: :ti: :op: :ti: :r1:
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Re: Map: Valley

Postby quauru » Wed Aug 08, 2012 6:18 am

I would prefer the third variety.
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Re: Map: Valley

Postby Klasu » Wed Aug 08, 2012 6:34 am

Id go for the 3rd as well because;

1) I as well think that there are to many resources on this map... Like a yellow player can play 2 chairs in one turn. Or to be honest I have mostly problems vs Yellow on this map. For example sometimes I end up with 10+ spare resources and burned my hand, even If I dont intend to give the opponent a chance to use Rose and gain 20 resource next turn there is nothing I can do about it... Or when he gets Homonculuses outs its pretty easy to defend the mid field with enough resources to pump 1,5 void / turn with all the clones and chairs aside... Then add a magician so that you never run out of the cards. Also red is very strong on this map, not to talk about Miguel :P


2) I dont like maps without deployment tiles, there are so many cards that really works only with maps that have portals. Some are fine like crater etc, but still if you try to build the optimum deck you have to try to fit it for the current maps.


Anyway the key is, this map usually ends way to early due to the high DP gain. This kind of penalties the better built decks more imo because you dont have the chance to utilize your whole deck if the game ends with a big part of the deck undrawn, and gives you less time for strategic multiple turn move combos.
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Re: Map: Valley

Postby lappakone » Wed Aug 08, 2012 9:05 am

Void wrote:option: 3
:r1: :ti: :pl: :ti: :r1:
:ti: :r1: :ti: :de: :ti:
:em: :ti: :r1: :ti: :em:
:ti: :de: :ti: :r1: :ti:
:r1: :ti: :op: :ti: :r1:


I like this version too.
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Re: Map: Valley

Postby quauru » Tue Aug 12, 2014 10:03 pm

lappakone wrote:
Void wrote:option: 3
:r1: :ti: :pl: :ti: :r1:
:ti: :r1: :ti: :de: :ti:
:em: :ti: :r1: :ti: :em:
:ti: :de: :ti: :r1: :ti:
:r1: :ti: :op: :ti: :r1:


I like this version too.


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