Some games just don't seem viable. Like getting the
"we saw a fence knocked down and our tula covered in
strangers" omens, and then also getting a flood in
your first year, then getting hit by a devestating
horse nomad raid and very poor harvests in your second
year.....but that was on hard. Bad luck to have such
a tough start on the easy level.
By the way, every clan starts knowing one
heroquest--to your main deity. So you didn't have to
sacrifice for all those mysteries.
Actually, I often choose to heroquest on my second
turn. If we succeed, it can make a huge difference in
the early success of the clan.
--Bryan
- Notelrac Starchasm <notelrac_at_...> wrote:
> Both my friend and I have encountered the "You must
> do a HeroQuest
> this turn" message during our first Sacred Time--at
> the beginning of
> the game. On easy level.
>
> I managed to do it, because I put magic into
> mysteries and questing
> instead of herds and crops, and didn't explore or
> set up trade routes.
>
> I reorganized my ring to include a Trickster and
> made my best
> Orlanthi fighter chief, even though his leadership
> was only Good. I
> sacrificed three times, and eventually got the
> secrets of "Making a
> Tribe."
>
> Second action of Storm season, we invited some
> allies, but they
> didn't show. The stinkers. But he managed to
> prevail, anyway.
>
> I decided to restart, because the auguries at the
> next year
> were "you're all going to starve", and didn't have
> the infrastructure
> to cope with that...
>
> Anyway, I don't see how a beginner could manage
> that.
>
>
>
> On another note, I got that wandering party of
> adventurers in my
> second year one game. I tried killing them. We
> nailed the duck, but
> they killed most of my thanes and dragged the body
> away. Bummer.
>
> --
> Carl Hommel
> http://www.notelrac.com
>
>
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