Hi Alex. For the subsumed sentinal you commit dice, roll dice, then assign dice. So if you want to roll a blue dice for example you have to roll all the blue dice you have available. I think the confusion is that you are committing dice to the roll rather than committing dice to a bug.
I've been playing it on Sovranti for the last few days, other than first game where I lost on first round because of missing an effect on one of the monsters and something missing able to undo a lot of the choices, I've been having a really fun time. Haven't won a game yet, mainly since during the endgame after our round, all the committed dice from the boss are removed.
I had a fun combo going once, Total War Spore, where if I reroll misses I can choose what and how many dice to roll again; and Beeseeker which I can't remember exactly what it says, but basically discards through the stacks to be able to reach the end game quicker, at one point I discarded 11 cards throughout all the stacks. Closest I got to winning so far was against Swarm Lord, beat the three enemies it brought into play and brought it's health down from 9 to 1, but then it beat me since didn't have enough dice quickly enough in later rounds to beat it even if I would've rolled all crits. Would've been an easy boss fight, but can't deal damage to that boss while enemies are still alive in play, so I had to beat the other three enemies first.
Good game! Unfortunately if I'm reading the rulebook correctly, and with how it's programmed in Sovranti, you would've needed to exhaust all applied dice on the boss after the first round, meaning you need to deal it all 9 damage in a single round. Unless you may have had any card effect that keeps them on it, don't know if there is anything like that in the game. Edit: For the boss fight you normally exhaust all the dice after a round, but at least one of the ones in Solar Sentinels has the effect where you don't exhaust the dice. I forget which boss though.
I've played about 30 games on Sovranti and I've lost every single one. I made it to the boss once. This is running without missions. I'm not a board game veteran, but I don't find this difficulty level fun.
I played a couple of games on Sovanti recently and also thought the game was pretty difficult. However, I have discovered the Sovranti version of 20 Strong has the Green dice showing 1 Crit, 1 Hit, 4 Misses, instead of 1 Crit, 2 Hits, 3 Misses. I think this is contributing to the difficulty spike. I posted on the Gamefound comments section in hopes that Chip Theory reaches out to the Sovranti devs to fix it, because it's giving a false impression of the difficulty.
Do you think it is purposely skewed difficult to create an artificial replay ability? Not saying that is a good idea but I can also see it getting boring pretty quick if it is a cake-walk every time.
Good question. For me it was the opposite. I was so frustrated I didn't want to go back to it. I played one more game after my comment and of course I won that one. But I haven't played since. I was wondering if they have a X% win rate they want the average player to have. I don't envy them trying to balance the game.@@ren6175
I'm 0 for 5 on Sovranti and every loss is because I clicked the wrong button, which ended my turn prematurely, forcing damage I couldn't undo. The UI is truly awful. I'll just wait a few more weeks until my physical copy shows up
Ther are comming 3 decks from tanglewood in the future and in this kickstarter ther are 3 heros from tanglewood included. I think you can use them in any deck if i am correct.