Vukuntur tribe - too OP?

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chicken_smoothies
Posts: 5
Joined: 19 March 2024, 17:31

Vukuntur tribe - too OP?

Post by chicken_smoothies »

Hi guys! Just wondering is it OK for everyone that the Vukuntur tribe feels super overpowered in Revive?
Every time it shows up in the draft, it’s like a 90% guaranteed win.
I’ve played a lot of games against this tribe, and from my experience, it’s basically impossible to counter.
Whoever gets Vukuntur just snowballs way too fast compared to other tribes.
What do you think - does anyone have a real way to deal with them, or is it just broken by design?
Andykay
Posts: 1
Joined: 13 December 2016, 13:55

Re: Vukuntur tribe - too OP?

Post by Andykay »

Haha, I suspect those two games we played the other day helped prompt this post. I completely agree. You're a much better player than me, but both those games I got Vukuntur and just absolutely steamrolled you. I'm not sure it's possible to lose with them if you're a reasonably good player. I know one other high ELO player said to me he's literally 170 wins/0 losses with them. Not sure if that's an exaggeration, but nonetheless it backs up the idea that they're way too good.

I'm not sure what can be done about it though. I believe Board Game Arena can't make their own balance changes to games. They are only allowed to reflect the official rules. Perhaps if the data from here shows that Vukuntur wins an overwhelming amount of the time at higher ELO, then the designers might consider releasing some errata?
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Rtmason714
Posts: 6
Joined: 30 January 2024, 14:11

Re: Vukuntur tribe - too OP?

Post by Rtmason714 »

Yes. They are. Sun side specifically. Their technology track is great and marries with a lot of artifacts and populations. Their ability is bonkers, especially with the yellow machine.
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archimicarus
Posts: 5
Joined: 20 January 2025, 00:30

Re: Vukuntur tribe - too OP?

Post by archimicarus »

Vukuntur Sun is surely too good, and the only faction that I would say was a 'mistake'. My guess is that it was developed before the means to perform faction abilities without spending an action were incorporated into the game. Vukuntur moon side I think is quite fun, actually -- in a high stakes setting it's a bummer "having to" pick sun side over it.
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beerzon
Posts: 5
Joined: 05 April 2025, 07:08

Re: Vukuntur tribe - too OP?

Post by beerzon »

Yes they are imbalanced unfortunately. The only times you might lose is when you don't get modules/machines that trigger your tribe ability. I lost my first vukuntur sunside to Littletoe today. Maybe I misplayed that game somewhere but I think I did ok.

There are several other cracks IMHO. There are a couple of scyphoz cards that if drawn early just win the game on the spot. And I also think that there is too much module luck involved on high levels.

(I also think that nadair sun and Formica sun are a bit overturned)
LastGamerStanding
Posts: 3
Joined: 21 February 2023, 04:01

Re: Vukuntur tribe - too OP?

Post by LastGamerStanding »

I have lost only once with Vukuntur in over 100 games with this teibe. It took a perfect game by Chicken_Smothie and perfect slot modules and my cards at start being void of tribe action and an extremely limited turn game and the perfect counter tribe the tribe that lets u huild on other players hexes.
LastGamerStanding
Posts: 3
Joined: 21 February 2023, 04:01

Re: Vukuntur tribe - too OP?

Post by LastGamerStanding »

Also the card that allows the play of a yelliw card bottom action with the branch allowing plays on that slot should be removed.
Of course i broke the computer 4 times teying an endless turn with this card freezing the game one of which i was cashing in about a 1000 vps and took 4 loses and lost 100 or more elo.
And of course with that said make no mistake i am the greatest Revive player in the World.
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GeoPaladin
Posts: 64
Joined: 17 June 2023, 12:21

Re: Vukuntur tribe - too OP?

Post by GeoPaladin »

I fully accept that I'm bad at this game, but can someone explain to me how Vukunter's sunside ability is so good? It says you can build, populate, or explore with range +1. Taken on its face, it sounds like garbage. I can conditionally save one food on one of these actions at the expense of using a card.

The conversation in here suggests that it's because you can use the tribal ability with machines/slot modules, so is it the action economy boost that makes it worthwhile? Build/Explore/Populate without using an action?

I can see how the population techs are quite good, no complaints there.
chicken_smoothies
Posts: 5
Joined: 19 March 2024, 17:31

Re: Vukuntur tribe - too OP?

Post by chicken_smoothies »

GeoPaladin wrote: 30 December 2025, 10:49 can someone explain to me how Vukunter's sunside ability is so good? It says you can build, populate, or explore with range +1. Taken on its face, it sounds like garbage. I can conditionally save one food on one of these actions at the expense of using a card.
You are absolutely right about the action economy
The key isn't the "+1 Range" that's just a small bonus the key is that Build, Populate, and Explore are normally "Main Actions" that end your turn phase.
Vukuntur allows you to treat these major actions as "free actions" attached to playing a card.
You get the resources from the card and the action to spend them simultaneously. This allows Vukuntur to effectively take 3 or 4 actions per turn while everyone else is limited to 2. That tempo advantage is huge.
In late game, this allows for massive combo turns. You can gather the exact resources you need and spend them instantly before passing the turn, preventing opponents from sniping the spot you wanted
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GeoPaladin
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Joined: 17 June 2023, 12:21

Re: Vukuntur tribe - too OP?

Post by GeoPaladin »

chicken_smoothies wrote: 30 December 2025, 17:07
GeoPaladin wrote: 30 December 2025, 10:49 can someone explain to me how Vukunter's sunside ability is so good? It says you can build, populate, or explore with range +1. Taken on its face, it sounds like garbage. I can conditionally save one food on one of these actions at the expense of using a card.
You are absolutely right about the action economy
The key isn't the "+1 Range" that's just a small bonus the key is that Build, Populate, and Explore are normally "Main Actions" that end your turn phase.
Vukuntur allows you to treat these major actions as "free actions" attached to playing a card.
You get the resources from the card and the action to spend them simultaneously. This allows Vukuntur to effectively take 3 or 4 actions per turn while everyone else is limited to 2. That tempo advantage is huge.
In late game, this allows for massive combo turns. You can gather the exact resources you need and spend them instantly before passing the turn, preventing opponents from sniping the spot you wanted
That makes a lot of sense, thank you! I came in confused but in retrospect I clearly just hadn't sounded it out properly.
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