a gryphon's tale: canyon race
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You can recall the zolpha into any space, and if you put it one space after your max movement on the first turn, you'll never lose your lead.
Edit: maybe it's two spaces. I can't remember.
Edit: maybe it's two spaces. I can't remember.
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
II don't think you ever can take the lead except for broief periods(the start of your turn)
Oh no look out its a ray gun.
You should move to avoid the rays
the rays are coming out of the gun
if you are hit by the rays
you will be shot by the rays
the rays are fast so you should be fast to
can you win against the fast rays from the gun?
You should move to avoid the rays
the rays are coming out of the gun
if you are hit by the rays
you will be shot by the rays
the rays are fast so you should be fast to
can you win against the fast rays from the gun?
If you put the zolpha 2 hexes past your max movement on turn 1, then the fast gryphon will be 1 hex ahead of you on its turn.
On turn 2, put the zolpha 1 hex past your max movement, and you will have the lead until the end of the race.
On turn 2, put the zolpha 1 hex past your max movement, and you will have the lead until the end of the race.
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
Listen to the hints and look at the map.
"Zolphas can push rocks" - find the rock
Recall of the zolpha should not work at any HEX, only on tends and at the beginning.
In Medium:
Recall the zolpha immediatly and send it out of the canyon, back trough the castle, the nord way to the rock and place it next to the rock
In Hard:
You can't recall it at start, you must recall standing on a tend.
*strategy unknown, because not played by my self*
Listen to your friend and send them to the nord gate
In this turn when you pass the rock, use your zolpha to destroi the canyon
as soon as the gates are open hurry your friends to the zolpha and guard it.
"Zolphas can push rocks" - find the rock
Recall of the zolpha should not work at any HEX, only on tends and at the beginning.
In Medium:
Recall the zolpha immediatly and send it out of the canyon, back trough the castle, the nord way to the rock and place it next to the rock
In Hard:
You can't recall it at start, you must recall standing on a tend.
*strategy unknown, because not played by my self*
Listen to your friend and send them to the nord gate
In this turn when you pass the rock, use your zolpha to destroi the canyon
as soon as the gates are open hurry your friends to the zolpha and guard it.
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Canyon race
Hi!
You have to recall the zolpha in the third encapment, then run and move it on the rock.
You should recall it next to the cavewall!!


You have to recall the zolpha in the third encapment, then run and move it on the rock.





Re: Canyon race
Yes this rulespurki wrote:Hi!![]()
You have to recall the zolpha in the third encapment, then run and move it on the rock.You should recall it next to the cavewall!!
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With the advantage of one hex you will win.
This is very exciting run with a nice dialog following.
how I won canyon race with zolpa
The opponent fastest gryphon always is ahead by 2 hex, so your zolpha must stay in this place before opponent gryphon moves there. Question is how to do that. Answer, the zolpha can move through walls, so I moved it to the outside of the race track, then moved zolpha to the north last angle of the track, moved it through the wall, and waited until opponent gryphon moves the distance where your zolpha may block him for the next turn.
After zolpha blocked him, he is now ahead only 1 hex. Next turn I moved my gryphon ahead and the zolpha just 1 hex ahead him to block opponent gyphon again. So the next turn opponent gryphon may move only behind my gryphon. Now my gryphon just finishes and wins a race in several next turns.
After zolpha blocked him, he is now ahead only 1 hex. Next turn I moved my gryphon ahead and the zolpha just 1 hex ahead him to block opponent gyphon again. So the next turn opponent gryphon may move only behind my gryphon. Now my gryphon just finishes and wins a race in several next turns.