Tips for Specific Powers
Some of the powers may seem useless or unbeatable, but some careful thought has gone into each, and for every Power, there is a counter – usually held by the opposing God. The four-piece Powers are intentionally strong. The game is balanced such that winning is difficult, but not unreachable, and the offensive four-piece Powers are your best shot.
Shining Bulwark ruining your day? Remember that it only prevents placement of your pieces. It will not stop Furious Hammer from smashing an inevitable win into dust.
Wild Growth seems an easy setup to victory, but if Grip of Entropy forces you to skip the turn you were going to use to win, that victory will turn to ashes in your mouth quickly.
Be careful with Kormir’s powers. Both Kormir and Lyssa’s powers are doubled-edged, and can end up hurting you more than helping if you’re not careful. Judgment can seriously bite you in the kitty if you keep cycling it as it is not optional. (If you’re wondering, it is possible to win the game with Kormir, but you have to be sneaky.) If your opponent controls Kormir and you’re worried about a queued Judgment ruining your win-combo, try using Echoing Laughter to force Judgment early, then using the remaining pieces to set up your win in the same turn.
On that note, it is important to mention that Powers activate immediately. If you are placing or removing pieces with a Power that does so multiple times, any Powers activated interrupt the sequence with immediate action before the sequence continues.
(Example: Bill has three with Melandru and three with Grenth. He places one with Melandru, and on his next turn places his first Wild Growh piece with Grenth. Early Grave activates immediately, and he wipes Lyssa free of pieces, then he can choose his second Wild Growth piece.)
The exception to this rule is with other sequence Powers. In this case, the sequence Power activates after the first sequence is done.
(Example: Jenny has three with Lyssa and three with Melandru. She places one with Melandru, and on her next turn places her first Wild Growth piece with Lyssa. Echoing Laughter activates only after Jenny places her second Wild Growth piece.)
Brimstone Effigy may seem underwhelming, but it is the only Power in the game that can transcend the rule for placing pieces in their appropriate domain. If you take your opponent’s last Dwayna piece and put it with Kormir, it not only ruins his chance of victory with Dwayna, but it does so until he can get his piece back from where it’s stuck with Kormir – easier said than done.
Closing and Permissions
This game is still new, and may need minor tweaking, but I believe it’s mostly solid and balanced. I will keep checking this space if you wish to ask questions, post suggestions, ‘house rules’, or strategies!
Feel free to play this game either in- or out-of-game, but if you do so, please tell me how your game went! Either PM me on these forums, or send me a tell in-game! If you post the rules of Six Gods’ Wrath outside of the game itself, please refer back to this original post, or credit me with my account name.
Enjoy, and happy gaming! :)