One way I’ve seen people kinda balance the fate chance more is using a four sided dice to keep track, and if you go four turns in a row without getting fated the next turn you will automatically fate yourself. It’s sorta just another option. Also for Trickery and other cards that play cards from other player’s fate decks, I will put that card on my fate deck and the next time I would be fated I would discard that card instead.
All good ideas on the "Fate process." I'm only doing it my way because I'm trying to simulate how my friends and I play together, and we fate each A LOT, hehehe.
That's a good point. I know when I play with my friends, and I fate one of them, I usually get fated back real quick. That's one reason I included the "fate every other turn" rule, to make the game more realistic.
@@theabsentfriend4002 I’ve seen a lot of people use fate spaces as a sort of protection from fates oddly enough, the mind set is that you’ve put the opponent into a position that essentially distracts them from fating you.
@@theabsentfriend4002 well if you never left the gate spaces you’d likely have a harder time completing your objective. But it’s your call whether you want to do it or not.
15:36 You need to move Sebastian there without playing to the location anyway so you can either use Flotsam/Jetsam or Move A Hero action to move him to The Shore. Ether way, it'll take long to get rid of him alongside the Sea King
Hi there. I've just purchased Villianous and have seen your channel. Great job on the playthroughs and the charatcer guides! Is there a particular set of solo rules you are following?
I kinda took some rules out there and merged them with my own rules: 1. You must reach your objective by the end of your 20th turn. If you have "Start Your Turn" goal, you will fate yourself at the end of turn 20 and if you still have the win condition, you win. 2. Fate yourself at the end of every even numbered turn. Always play the most detrimental card. 3. Conditions activate during your turn, but always resolve them after your turn is over, but before the next turn begins. If it's a fate turn, resolve the condition before you are fated (unless the condition is about the fate). 4. For specific villain conditions, check out those villains solo matches.
Hi, interesting gameplay. The way I play solo, If I ever land on fate action location, I am triggering being fate, landed fate location twice will get me fated before my next turn starts. after round 8, I will get fate more often as I landed on location with fate (1, 2, 1, 2, 1). round 19th and round 20th starts with fated before round starts
@@theabsentfriend4002 I get fated every turn unless i "fate myself", but i can't "fate myself" two turns in a row. This encourages me to fate a reasonable amount which you note in later videos you don't do as often.
@@theabsentfriend4002I fate myself each turn UNLESS i use the fate action. BUT i can't use the fate action two turns in a row. This ensures i keep the habit of fating every other turn.
in my view fated every single turn Is unplayabled as in I have to constantly think what others would do against me as an opponent. a little too stressful. Thus I play solo by playing 2 villians myself. both on my side, share powers, when one lands on fate ability location. the other villian will get fated before his/her rounds starts. 25 rounds combines. both villian has to achieved their goals. neither would stopped after one's goal achieved. but the goal won't fall back after achieved.
this play style makes yzma and dr. facilier easier. therefore if each of them were in as villians. each has 3 rounds less. if yzma + dr. facilier, normal difficulty has 16 rounds
One way I’ve seen people kinda balance the fate chance more is using a four sided dice to keep track, and if you go four turns in a row without getting fated the next turn you will automatically fate yourself. It’s sorta just another option. Also for Trickery and other cards that play cards from other player’s fate decks, I will put that card on my fate deck and the next time I would be fated I would discard that card instead.
All good ideas on the "Fate process." I'm only doing it my way because I'm trying to simulate how my friends and I play together, and we fate each A LOT, hehehe.
@@theabsentfriend4002 ha, okay fair enough. Plus you’ve shown it is still possible to win this way so you play how you want to.
@@ktoon4725 Exactly, each to their own methods!
This is how I play my solo games to. I just wish I could figure out somthing for thr fate spaces to do when you land on them while going solo
That's a good point. I know when I play with my friends, and I fate one of them, I usually get fated back real quick. That's one reason I included the "fate every other turn" rule, to make the game more realistic.
@@theabsentfriend4002 I’ve seen a lot of people use fate spaces as a sort of protection from fates oddly enough, the mind set is that you’ve put the opponent into a position that essentially distracts them from fating you.
@@ktoon4725 Interesting point of view. However, I know if I did that, I would never leave the fate spaces, lol.
@@theabsentfriend4002 well if you never left the gate spaces you’d likely have a harder time completing your objective. But it’s your call whether you want to do it or not.
@@ktoon4725 Not necessarily, since one is not being fated, there are no obstacles to stop progress.
15:36
You need to move Sebastian there without playing to the location anyway so you can either use Flotsam/Jetsam or Move A Hero action to move him to The Shore. Ether way, it'll take long to get rid of him alongside the Sea King
I think I know what you mean
Even Gaston being one of the easiest villains to play, I needed 118 turns to win the Solo Play mode with him.
Wow! Have you ever beat him in solo mode within the 20 turn limit?
Hi there. I've just purchased Villianous and have seen your channel. Great job on the playthroughs and the charatcer guides! Is there a particular set of solo rules you are following?
I kinda took some rules out there and merged them with my own rules:
1. You must reach your objective by the end of your 20th turn. If you have "Start Your Turn" goal, you will fate yourself at the end of turn 20 and if you still have the win condition, you win.
2. Fate yourself at the end of every even numbered turn. Always play the most detrimental card.
3. Conditions activate during your turn, but always resolve them after your turn is over, but before the next turn begins. If it's a fate turn, resolve the condition before you are fated (unless the condition is about the fate).
4. For specific villain conditions, check out those villains solo matches.
@@theabsentfriend4002 Thanks
@@musicalmadness816 Anytime! 🙂
Hi, interesting gameplay. The way I play solo, If I ever land on fate action location, I am triggering being fate, landed fate location twice will get me fated before my next turn starts. after round 8, I will get fate more often as I landed on location with fate (1, 2, 1, 2, 1). round 19th and round 20th starts with fated before round starts
Interesting! I’ve heard of that rule for solo play, but if it was me, I would avoid the fate locations. With most villains, that’s very easy to do.
I actually fate myself EVERY turn.
Well "Fate myself every turn i don't play a fate, but i can't fate 2 turns in a row."
So, if you can't fate yourself 2 turns in a row ... then you get fated every other turn? Is that right? 🙂
@@theabsentfriend4002 I get fated every turn unless i "fate myself", but i can't "fate myself" two turns in a row.
This encourages me to fate a reasonable amount which you note in later videos you don't do as often.
@@woomod2445 I think I get it ... you mean if you land on a fate symbol, you "fate yourself"?
@@theabsentfriend4002I fate myself each turn UNLESS i use the fate action.
BUT i can't use the fate action two turns in a row.
This ensures i keep the habit of fating every other turn.
@@woomod2445 Depends on who I’m playing, but some villains need to be fated every turn AHEM **EVIL QUEEN**
in my view fated every single turn Is unplayabled as in I have to constantly think what others would do against me as an opponent. a little too stressful. Thus I play solo by playing 2 villians myself. both on my side, share powers, when one lands on fate ability location. the other villian will get fated before his/her rounds starts. 25 rounds combines. both villian has to achieved their goals. neither would stopped after one's goal achieved. but the goal won't fall back after achieved.
25 rounds. normal difficulty. 32 rounds for easier / starter difficulty
this play style makes yzma and dr. facilier easier. therefore if each of them were in as villians. each has 3 rounds less. if yzma + dr. facilier, normal difficulty has 16 rounds
Keep watching as I play the rest of the villains solo and you can see how I accommodate for the other villains
I think he would have won on round 14. 🫣 forgot to move the trident when he beat triton 🧜♀️
@@jumppyjumppy That’s a good point, however, Ariel was still out when Triton went down, so I couldn’t move items at that time. 😊
I feel like a fool 🫣
@@jumppyjumppy Don’t worry! I’ve made many MANY many mistakes like that.