I own a gaming store in Eau Claire, Wisconsin, and tonight we got to try out the SWLCG for the first time. Using the pre-built deck lists we played three games with me as the Jedi and then I opened a copy and built my own Rebel Alliance deck. I lost three games to SuperLaser Blast, and the last to basic attrition with the DS counter.
I like the game, but we were talking after and both felt that the LS has a distinct disadvantage right now. Are we missing something? I've been pondering the games on the drive home and every time I was waiting for that card, and when it came late game it was DEVESTATING, The cascading effect of destroying an objective with another in the graveyard was pretty much instant game-over for me. Four resource to destroy any objective seems, well, a tad overpowered…
I will bust open another copy tomorrow at the store and try some other deck ideas, but we have a limited following. I'm hoping we can get some organized play going soon but it's going to be an uphill struggle against MTG, L5R and Super Dungeon Explore Maybe I can encourage some more players to come and play, but I fear that people will see the same I saw and that the DS counter objective of DS is simply too fast right now.
I don't understand why the objectives are not the same for both sides; destroy three objective cards. As an LS player I have 12 turns to win; less if I lose the force or if I lose an objective to a first-turn SuperLaser Blast (happened first turn on game four).
I hope I'm just being dumb and missing something. I really love the game (but boy do I wish you could tap/bow cards instead of using so many counters) and we'll support it at the store as long as people want to play it!