Best and Worst Creature cards

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Romain672
Posts: 90
Joined: 05 April 2016, 13:53

Best and Worst Creature cards

Post by Romain672 » 17 June 2019, 17:29

Hi,
I would like to talk about the best and worst card of the game for the creature.
So here is a link to vote : https://forms.gle/TSzBbWCUpx8sSVYr8.

So we have the choice between, for the card of the creature:
- Force Field : Before the Hunted play, target 2 adjacent places. These places may not be played this turn. (1)
- Despair : No Survival card may be played or drawn for the remaining of the turn. (1)

- Interference : The powers of the Beach and the Wreck are ineffective. (2)
- Fierceness : Hunted caught by the Creature token lose 1 extra Will. (2)
- Ascendancy : Force one Hunted to discard all but 2 Place cards from his hand. (2)
- Anticipation : Choose one Hunted. If you catch him with the Creature token, move the Assimilation counter forward 1 extra space. (2)
- Forbidden Zone : All Hunted discard 1 Place card simultaneously. (2)
- Persecution : Each Hunted may only take back 1 Place card when using the power of a Place card. (2)

- Virus : Target 2 adjacent places. Apply the effects of the Artemia token on both places. (2 / A)
- Phobia : Force one Hunted to show you all but 2 Places cards from his hand. (2 / A)
- Mutation : In addition to its effect, the Artemia token inflicts the loss of 1 Will. (2 / A)

- Scream : Each Hunted on the targeted place must discard 2 Place cards or lose 1 Will. (2 / T)
- Toxin : Each Hunted on the targeted place discards 1 Survival card. The poer of the place is ineffective. (2 / T)
- Clone : Consider the Target token as a second Creature token. (2 / T)
- Mirage : Target 2 adjacent places. Both are innefective. (2 / T)

- Cataclysm : The place’s power of your choice is ineffective. (3)
- Detour : After the Hunted reveal their Place cards, move one Hunted to an adjacent place. (3)

- Tracking : Next turn, you may play up to 2 Hunt cards. (4)
- Stasis : Prevent the Rescue counter from moving forward during this phase. (4)

- Flashback : Copy the last Hunt card you discarded. (Special)

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And for the survival cards :
- Adrenaline : Regain 1 Will. (1)
- Sacrifice : Discard 1 Place card. No Hunt card may be played this turn. (1)
- Ingenuity : Place the Marker counter on the Beach. (1)
- Strike back : Take 2 random Hunt cards from the Creature’s hand and put them at the bottom of the Hunt deck. (1)
- Sixth Sense : Take back to your hand 2 Place cards from your discard pile. (1)
- Smokescreen : All the Hunter hide their discarded Place cards until the end of their turn. (1)

- Vortex : Swap your played Place card for on Place card from your discard pile. (2)

- Hologram : Move the Artemia token to an adjacent place. (3)
- Gate : Instead of using the power of your Place card, copy the power of an adjacent place. (3)
- Dodge : Avoid the effect of the Creature token. (3)
- Wrong track : Move the Creature token to an adjacent place. (3)
- Detector : Avoid the effects of the Artemia token. (3)
- Drone : Instead of using the power of your Place card, copy the power of the Rover. (3)

- Double back : Take back the Place card you just played. (4)
- Amplifier : Remove the marker counter from the Beach to immediately move the Rescue counter forward 1 space. (4)

https://forms.gle/TSzBbWCUpx8sSVYr8

Shaq Jenkins
Posts: 150
Joined: 27 November 2013, 04:49

Re: Best and Worst Creature cards

Post by Shaq Jenkins » 21 June 2019, 20:13

The strongest survival card is definitely Wrong Track. The ability to move the creature token is huge and can really turn the game around.

The weakest survival card is Smokescreen. Most creatures usually remember what has been played already, so Smokescreen is really useless.

The strongest creature card is Detour, which guarantees that the creature will catch someone.

The weakest creature card is Persecution. I rarely see this card make a strong impact on the game. I think Persecution should come with the Artemia token, which would make it more useful.

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eoc
Posts: 102
Joined: 11 January 2017, 20:10

Re: Best and Worst Creature cards

Post by eoc » 21 June 2019, 22:10

Shaq Jenkins wrote:
21 June 2019, 20:13
The weakest survival card is Smokescreen. Most creatures usually remember what has been played already, so Smokescreen is really useless.
In addition to that, the creature can just look at the game log to reconstruct the situation. Usually you don't need many of the previous rounds to find the information on whomever you're targeting.
And if a player resists during Smokescreen, the creature will still see (in the game log as well) which of the supposedly-hidden cards the player takes back. That's neither the intention behind the card nor helping any human player – I noticed quite some of them trying to "use" Smokescreen for exactly this purpose: get back cards with the creature not knowing which for the remainder of this round. So in that sense, it's worse than useless, since it provides a false sense of safety.

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