Having been a strong fan of Ascension for over a year now, it seems like this blog is overdue for an Ascension strategy article. This week I’ll start with some basic math about starting hands. Note that these probabilities will still apply even with the newest base set, as the energy shard allows you to draw a card when you play it.
Continuing my Small World best race and power combinations, this week I’m analyzing and discussing the results from last week’s post found here. While the numbers from last week were all well and good, they only considered offensive abilities, and did not look at abilities that provided non-numerical benefits. Here’s where we are going to go into what powers combo well with which races, and also consider what the numbers from last week actually mean if we’re trying to get more gold than the other guy.
I’ve gotten to enjoy Small World by Days of Wonder recently and really appreciate the simple mechanics that still provided an engaging experience with plenty of strategic and tactical options. Looking at the random combinations of powers and races got me curious as to what some of the best race and power combinations were in Small World.