Elder signs omens android

Купить Elder Sign: Omens

Рецензии

“Game of the Week”
G4 TV

“The presentation here, like most of Fantasy Flight’s productions, is beyond top notch.”
4.5/5 – Gamezebo

Об этой игре

Elder Sign: Omens is a digital version of the popular board game by Fantasy Flight Games. Build a team of unique investigators and fight to keep an all-powerful Ancient One from invading our world! Explore museums, oceans, deserts and more for the arcane Elder Signs that will help seal the Ancient One away.

Greenlit by the Steam community, the award-winning mobile game Elder Sign: Omens is now available for Steam. This package includes all of the content from the mobile game including the premium paid expansion content.

Key Features

  • All downloadable expansion content included in a single package
  • Over 30 different investigators, each with their own unique ability
  • Over 200 adventures spread across the world
  • 7 Different Ancient Ones with varying degrees of difficulty

Системные требования

    Минимальные:
    • ОС: Windows® XP SP3
    • Процессор: 1.5 Ghz Dual Core Processor
    • Оперативная память: 1 GB ОЗУ
    • Видеокарта: 2.0 Pixel Shader w/ 256 MB of VRAM
    • DirectX: Версии 9.0
    • Место на диске: 2 GB
    Минимальные:
    • ОС: OS X Snow Leopard (10.6.8) or better
    • Процессор: 1.5 Ghz Dual Core Processor
    • Оперативная память: 1 GB ОЗУ
    • Видеокарта: 2.0 Pixel Shader Compatible w/ 256 MB of VRAM
    • Место на диске: 2 GB
    Минимальные:
    • ОС: Ubuntu 12.04 or 13.10
    • Процессор: 1.5 Ghz Dual Core Processor
    • Оперативная память: 1 GB ОЗУ
    • Видеокарта: 2.0 pixel shader compatible w/ 256 MB of VRAM
    • Место на диске: 2 GB
    • Дополнительно: Linux support is considered beta. Some features may not function properly (such as Fullscreen).

© 2012 Fantasy Flight Publishing, Inc., all rights reserved. Elder Sign, Elder Sign: Omens, Fantasy Flight Games, Fantasy Flight Supply, and the FFG logo are trademarks of Fantasy Flight Publishing, Inc.

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Elder signs omens android

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When deciding what missions to do, these should be your priorities:
1. Locked Green Glyphs
2. Locked Yellow or Red Glyphs
3. Midnight effects
4. Elder signs
5. “Ammo” for special abilities
6. Opening gates to Other Worlds

Locked glyphs are murder in this game, and they need to be unlocked as fast as possible by the next available character. It’s very likely that the character that comes next won’t be the best one for the job, but it doesn’t matter. Unless they’re going to die in the attempt, they have to get in there and take one for the team, sometimes literally. Unlocking green glyphs is especially important, as some characters can get by without red or yellow but no characters can get by with missing green. It’s also possible that monsters will appear in a mission that will lock down glyphs, making that mission a new priority. Fortunately, you can defeat the monster and fail the mission, and the lock still goes away. I’ve been known in desperate cases to just send in a character and devote all their resources to beating that one monster, taking the hit for failing as the cost of unlocking those essential glyphs.
Midnight effects can be utterly terrible, and usually are. The built-in Mythos effect is bad enough, and then having these on top of it can be a real smack in the mouth. Unless you’re prepared to suck it up and take those effects, you need them off the board ASAP. Of course, that’s not always possible, so you’ll need to prioritize the effects that are coming. If your people are low on health or sanity, don’t let those effects go off, you need to stop them regardless. Alternately, if you’re going to lose a trophy or an item and you’ve got the items to spare, let it go and take on something else. Just remember, it’s going to happen again next midnight, so you’ll need to face it eventually. Monsters can also generate midnight effects, and can be dealt with in the same way I described above.
Elder signs, as you should know, are the reason we’re here playing, and they should be your next goal. Almost every mission that gives you an Elder sign is going to be tough, or have a strong penalty for failing. Make sure the character that you’re sending in has what they need to succeed, be it red/yellow glyphs, clues, or just ammo for their own special ability. Ideally, all of the above.
The last priority is gathering “ammo” for a character’s special ability. If the character in question needs clues or spells or yellow glyphs or whatever, choose a mission that will grant them those. If you can choose a mission where they use one ammo and gain 2 or more, that’s a total win. Playing this way will make sure your character is always armed and ready for more important encounters.
You might also look for missions that will open Other World portals. Other Worlds almost always generate Elder signs, and sometimes more than one. Some of them even drop the Doom track back by 1 while giving you an Elder sign, which is the most generous this game will ever be to you. Take advantage of it while you can.

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You’re going to take damage and lose sanity in this game. There’s no avoiding this fate, so learn to roll with it. If you’re playing smart, you’ll be sending characters with lots of health/sanity into missions where they take that damage, so they can roll with those punches well. But sometimes things outside your control will happen, like Midnight Mythos effects, or monster abilities, or just being forced to go into a damaging mission to remove a threat to the rest of the team. Because of those unpredictable effects, I try not to let anyone get below 2 in any stat. I mostly save my trophies to spend on healing and recovery, and fortunately this works out well. When a character gets that low, they’ve usually done 2-3 missions already and have the 2-4 trophies needed to spend a turn healing. You also will get healing cards, most that heal you but the occasional rare one that heals another character. If I know an upcoming character has one of those (check your inventories to be sure), I’ll send someone into the face of danger knowing they’ll be healed next turn. The reason I keep everyone at 2 or more is that it’s quite common that Midnight deals a damage point, and they can still carry on until their turn comes up to heal themselves.
If one of your characters dies….start over. Seriously, ditch this game and start again. The loss of even one character is a crippling blow you will not recover from. The loss of extra actions, the loss of a special ability, those are too great a price to pay and you’re pretty much guaranteeing your eventual loss. There is one exception to this rule: if you’re on the verge of winning the game, take the hit and finish it with the next character. For example, if you’re 1 Elder sign from winning, and there’s a mission out there that grants that sign, let the character go and commit everyone else to that mission. Alternately, if you’re facing Cthulhu in R’yleh or the Dark Pharaoh in the tomb and you have everything you need to fight him, send the whole team in for a kamikaze run. They will literally take him out or die trying. And that can be kind of satisfying anyway, and very true to the spirit of the Mythos stories.

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There are a variety of good characters in this game, each with their own special abilities. However, five of them really shine for me, and I’ve had the most success beating the Elders with them. Keep in mind, these are my favorites, and your play style might not mesh with mine. You might find other characters work much better for you, and that’s ok. Try them each, and see what you find.

Joe Diamond – Joe’s strength lies in his ability to re-use Clue tokens. When the glyphs don’t come up the way you need them to, a Clue is the best thing to keep you in the game, and Joe is the master of Clues. Make sure to take missions that will refill his clues, or send him to the shop to buy more – he’s useless without them, but with 2-3 in hand and a red and yellow glyph, he can beat almost any mission by himself. His high toughness makes him ideal for missions with a lot of damage costs to pay.

Jenny Barnes – IMO, Jenny is the best character in the game. The most valuable ability you can have is those extra glyphs, and Jenny can make them appear from practically nothing. Unless an effect is locking them down, she enters every task with extra glyphs to work with. And when she succeeds, she almost always ends up with 1-2 more pieces of ammo to succeed at the next mission, and the next one. Make sure to send her on missions where she will earn a yellow glyph, a spell or a clue to power her ability. When choosing what cards to spend on her Trust Fund, I use this priority – Yellow Glyph, Yellow/Red Glyph, Spell, Healing/Sanity item, Clue, Anti-Monster Card. Jenny benefits from clues as much as any other character, it’s best to spend them only if you have to. Unless she’s on the edge of death, I’d rather sacrifice a healing item to power her ability, and then spend the trophies I get from beating the mission to heal her next turn. I actually almost never spend an Anti-Monster card, they’re just too rare and valuable, I’ll usually send her back to the shop for a Yellow glyph first. I never ever spend an Other World portal card, I use those right away to open the portal. The exchange on those is too high. Jenny’s got good sanity, so send her into missions with a high sanity cost.

Amanda Sharpe – Amanda’s ability to do all tasks at once makes her the second best character in the game. I cannot count the number of times I have gotten all the glyphs I need in one roll, and then I have to throw out the others because I have to re-roll before progressing. Amanda eliminates this in one swoop, and when armed with red and yellow glyphs and a clue or two, she can even take on Cthulhu all by her lonesome and win. She’s got decent health and sanity as well, so she can take some hits and still come out alive.

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Gloria Goldberg – Gloria’s ability might seem limited, but consider this – the goal of the game is to acquire Elder Signs. And the missions that grant the most Elder Signs are Other World missions, and one of them also removes a Doom token at the same time. Given that Gloria gets those bonus Glyphs for free just for showing up, anything she earns from beating those Other World missions just ends up as gravy for you. The down side to her is that the other characters have to work to open up those missions for her, and without those missions she’s kind of useless in the beginning. Because of this I put her last when selecting characters, so everyone else goes before her. Gloria can suffer in the real world, but if she’s done enough Outer World missions she’ll be more than armed to take on something else for a round or two. I don’t take her with me on the Cthulhu or Ithaqua missions, there’s not enough Outer Worlds to make her useful at all. She’s been occasionally useful against the Dark Pharaoh, and she excels at any quest that keeps you in the museum. She’s got plenty of sanity, but she rarely loses any in the Outer Worlds, only taking the occasional hit.

Mandy Thompson – Mandy has a limited ability to re-roll two glyphs for you, which means she makes this list. She’s not always the best at controlling the glyphs, but sometimes that extra two re-rolls can make all the difference. She also has decent health and sanity, meaning she can take some hits in a tough stage just to be present for helping a more powerful character with the assist later.

Honorable Mentions: These guys are ok. I like them, but I don’t tend to use them.

Marie Lambeau – Marie can spend four trophies to make a Glyph be whatever she wants it to be, which is super powerful. However, before you can use this power you need to win 2-3 missions with her, which is tough to pull off sometimes. In addition, you then have to earn another 4 trophies to use it again. Combined with only being able to do it once, it’s not as great as it sounds although she can be handy in a pinch.

Wilson Richards – Like Marie, Wilson can control the outcome of the yellow glyph. The downside is, he can only do it if you have the yellow glyph to start with. You can try to play missions that will grant him yellows if he wins, but if you come up with a healing item or similar non-glyph you’re boned. You’re equally boned if the yellow glyph is locked by some effect, making Wilson not as great as he could be.

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