by jreakins
JazzFish wrote:
I'd love to hear details from people who've done the "rubies without Gems track but with Cards track" strategy, because I can't see how to make it work. (Sarcasm not intended-- I would very much like to be wrong about the proposition that there's only one way to play the Druid.) In particular:
Are they often not in your games? I'm not being flip; in my experience the first mirror or two will come up before the Druid can buy his first ruby. And having to replace full-cost gems seems like it'd cripple your ruby efforts.
Gamer_Dog wrote:
Of course, if mirrors are up around this time and/or your draws are poor, you can suffer like few other characters can.
Are they often not in your games? I'm not being flip; in my experience the first mirror or two will come up before the Druid can buy his first ruby. And having to replace full-cost gems seems like it'd cripple your ruby efforts.
It is easy to play the Druid without the gem track and you can use almost any track as your second track but 9 Sages does get you your 2nd Ruby a turn faster then other tracks.
Turn 1: Opal & Sapphire carry none
Turn 2: advance Fire track carry 2 sapphire cards
Turn 3: advance Fire track carry 3 sapphire cards
Turn 4: buy extra inactive opal carry 5 sapphire cards (hand size is 5)
Turn 5: sell sapphire and extra opal buy Ruby (income now 30 - 1 turn behind Elf)
Turn 6: buy onto another track or advance Fire to top for 9 sages next turn (carry 5 dust and your sapphire card if ruby was average)
Turn 7: buy onto 9 sages carry about 17 (Ruby card and 2 dust)
Turn 8: 30 income, 10 surge, and 17 carry is 57 sell a sapphire and get your 2nd Ruby and advance 9 sages for emerald surge
Turn 9: 40 income and 15 from surge is 55 easy to flip opal into 3rd Ruby but a magic belt or accumulation track are good moves as well watch other players and mirrors