by mjd83
Ezel wrote:
First quest-card in "Escape from Dol Guldur", one of the three starterquests from the Core Set:
For 4 players this means that approx 9% of actions to do and resources gets locked up.
For 1 player this means that approx 33% of actions to do and resources gets locked up.
The game is HEAVILY slanted towards multiplayer (even if the odd quest/card exists that slants it the other way).
They market it as a game for 1-4 players, but it's not built for soloing with one deck. If you want odds that isn't pure madness when you solo, you need to at least dualdeck a lot of the quests.
The sad part is that they don't even seem to try to live up to their printed 1 on the box. If they did, they could come up with cards like "Remove 1 damage on one of the Heroes you control and deal 1 damage to one the Heroes another player control." which would be slanted towards solo.
Instead they keep coming up with cards like 'Song of Earendil'
which isn't even playable for single solo-decks. :-(
When Revealed: Randomly select 1 hero card (among all the heroes controlled by the players) and turn it face down, That hero is now considered a "prisoner," cannot be used, cannot be damaged, and does not collect resources, until it is "rescued" (as instructed by card effects) later in this quest.
For 4 players this means that approx 9% of actions to do and resources gets locked up.
For 1 player this means that approx 33% of actions to do and resources gets locked up.
The game is HEAVILY slanted towards multiplayer (even if the odd quest/card exists that slants it the other way).
They market it as a game for 1-4 players, but it's not built for soloing with one deck. If you want odds that isn't pure madness when you solo, you need to at least dualdeck a lot of the quests.
The sad part is that they don't even seem to try to live up to their printed 1 on the box. If they did, they could come up with cards like "Remove 1 damage on one of the Heroes you control and deal 1 damage to one the Heroes another player control." which would be slanted towards solo.
Instead they keep coming up with cards like 'Song of Earendil'
After another player raises his threat, raise your threat by 1 to reduce that player's threat by 1.
This is true for just a handful of scenarios (AJtR, RtM, EfDG) and a few cards like wandering took or ranged/sentinel allies. I have beat both AJtR and RtM solo more than one time each by the way... and that with only the cards up to and including the RtM pack (and 1 core set.). There are also a couple of scenarios that seem to get easier with a solo deck, like THOEM or THfG.
I will agree that in general, solo is a different game than multi... but that doesn't mean that it is worse or better. Solo play generally requires more effort put into deck building and really learning how to manipulate cards and manage resources smartly. It's less forgiving, more challenging, and more rewarding when you win. It is more dependant on luck, but it also really hones your ability to capitalize on every advantage and play your cards really smartly. I personally absolutely despise dual decking as a single player, so except for the rare instances I have another player available, I pretty much solo 98% of my play time. And yet doing this, I have probably racked up close to 70 hours of play time since I started this game, and am still enjoying the hell out of challenging myself to beat difficult scenarios in solo play and constantly recreating and retooling decks to make them work.
I don't know how new of a player you are, but this game can be very frustrating at first, especially on solo. Don't let it get to you and don't give up on solo play!