Website Map
Home About SpiritWars™
Tutorials Tutorial Part 1 Tutorial Part 2 Tutorial Part 3 Tutorial Part 4 Tips 4 Beginners
Quick links Quick info links Quick Start 1 Quick Start 2 Quick Start 3 Quick Start 4 Old Getting Started Tutorial Old How To Play Tutorial
The Age of Alchemy Age of Alchemy Intro Alchemy Flatlands Alchemy Woodlands Alchemy Darklands Alchemy Drylands Alchemy Highlands Alchemy Release 2 Alchemy Release 3
Art CD Label Art Menu Awakening Background Information BBS Blind Draw Format Britannia Test Bugs Problems etc CDmag Review Chat Chat Preview
conduct
courtyard to map Credits credits popup design philosophy intro Documents docs energy phase docs intro to spirits docs introduction docs main docs menu docs physical attributes docs ratings docs relationships docs ressurection docs spirit classes
FAQ
feature summary feedback flyer menu Free Player Data free version free version status
Reviews: gamersdotcom gamerspulse gamezone gamgaz Game Art Galleries Gallery GSL
Gallery GR Gallery Main
home main intro population events just like chess lilith design page links manual update marketing information member main member menu member version menu docs new oldlinks philosophy internet design philosophy level playing field philosophy no free lunch
player quotes playing pieces press menu press release may 18 2001 pro version intro
release 2 0 8 stuff santa spirit art requests spirit main spirit menu spirit modifications spirit modifications 5 3 01
spiritwars art cd spiritwars career ratings spiritwars installation spiritwars membership faq spiritwars product description spiritwars songs
tease technology summary valhalla population events Art Gallery version comparison welcome what is spiritwars zeb
Site Map
Home


SpiritWars™


Tips for Beginners

By John Richards
(AKA SpiritMaster)

  1. Make sure the primary and secondary colors of energy that your castle produces match at least some of the spirits in your dungeon.
  2. If you play more than 2 colors, the energy has to come from somewhere. Make certain your dungeon includes some energy pieces of the colors that the castle does NOT produce.
  3. Slingers, spearmen, archers, catapults and the ballista can attack from more than one hex away. Use some.
  4. Minimize the fog of war by including scout-type units with a high "vision" rating. They can help you spot the enemy castle and avoid powerful enemy units. Get them in play early.
  5. Try not to clog the entry hexes beside your castle with energy spirits and Defenders. They can be cast further away.
  6. Whenever possible, keep your units in their home terrain. Energy pieces will produce +1 energy, combat spirits will do +1 damage, and all units will have +1 protection.
  7. Pay attention to movement cost, maintenance cost and resurrection cost. Budget your energy wisely. You may not want to cast everything in your courtyard at once.
  8. Keep your energy pieces out of harm’s way. Consider casting a Defender near your energy pieces to protect them from fast-moving enemy units.
  9. Most spirits cannot attack on their first turn. Those with the "first turn attack" ability (example: Spartan Militia or Praetorian Guard) are able to rush out of the castle to defend it. (On a similar note, be aware of those spirits with the "move first turn" ability.)
  10. Killing the other player’s pieces can be fun, but remember that you have to destroy his/her castle to win the game.
  11. If the situation is truly hopeless… the "concede" button is located in the top left corner of the screen!

SpiritWars™ is a registered trademark of Kellogg Creek Software.