![]() ![]() I did enjoy my time with it, but I think I have gotten all I can out of this game. With that in mind, though, I don’t see this as a bad game at all. However, there are other games at this level of difficulty that I truly love playing. But we also have experience playing more difficult games. My biggest issue is that I found the game to be too easy, and so did other people I played with. In my eyes, this theme is a plus for the game. The theme also allows for the game to have some truly lovely components the glass shards are beautiful, and so are the creations. The theme is unique and helps it stand out amongst the myriad of other abstract games. Murano: Light Masters could truly have any theme and nothing about it would change. Abstract games are typically theme-less, easy to teach but hard to master, and generally have little to no luck involved. Murano: Light Masters is classified as “abstract”, a genre that includes a wide variety of games. I did like that the creation cards have this secondary use, but the advantage cards have unclear symbology and you have to refer to the rulebook every time someone wants to use one. This adds a some amount of variability and replayability. The advantages are essentially a bonus action you can do. There are many different advantages, and you will only use four per game. One option you have on your turn is to use a completed creation card to use an advantage. The strategy of the game, and really utilizing these choices, starts to shine during the second or third game. The number of options and how best to utilize each option really takes some thought. It took me nearly half of my first game to really get a grip on all the options available to me on a single turn. If you got overwhelmed or confused reading that, I don’t blame you. Once everyone has had a final turn, everyone counts up their lira and whoever has the most lira is the winner! When someone has completed all of their creation cards, each player is allowed one more turn and the game ends. These actions allow you to change the order of the creation cards in your hand, rotate the outer ring of the board to change the position of the shards, or activate an advantage card by spending a completed creation card with a matching symbol. If you are able to complete two cards in one turn, you gain an additional two lira.Īt any point during your turn, you may also perform three bonus actions as many times as you would like. Then, you gain a number of lira equal to the number of empty spaces on your workbench. ![]() If you decide to complete a creation card, you remove the four shards shown on the card from your workbench. Additionally, the creations show four glass shards that you must have to complete the card. At the beginning of the game, you are dealt five of these creation cards, but you are not allowed to change the order of the cards once they are in your hand. Option number three: You may sell any number of your shards for one lira.Īfter collecting and exchanging are complete, you may complete the top creation card in your hand. Option number two: You may spend lira to buy all the shards in any one of the four markets, which will get you one to three shards. If you do this, you will get two or three shards, depending on what is currently connected to the market. Work on your companion synergies first and worry about quantity of dice later.Option number one: Add one of your shards to an available space in one of the markets in the four corners of the board. The route for that is illustrated in the video. The 15 point camp site is much easier to get to and allows you to collect enough fireflies on the way by abusing the map. Mostly ignore the 20 point camp site on the map, it's not worth the effort to travel there. Don't be scared to go all the way to 0 points in the first couple of rounds, you'll catch up later (but also don't overdo it and stay on 0 points for the first 6 rounds). Losing points to re-roll dice in the first few rounds while saving re-roll tokens for the late game is the optimal strategy. Okans (wolfy leaf man) and Braccio are way too strong together for this reason. ![]() Taetyss gives these from the beginning but Braccio can be combined with any of the 3 companions that give these efficiently. Re-roll tokens are needed unless you can naturally roll well. In high ELO 2 player games these will be the only two adventurers picked. ![]() I made this guide a few months ago and reached #1 following it.īraccio and Taetyss are the only 2 adventurers with a win rate higher than their pick rate. Now that Glow has come out of beta I'm sure it's going to get a bit more attention from newer players. ![]()
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