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Buhallin

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Everything posted by Buhallin

  1. ChaosChild said: Decipher's Fight Klub is very close to being LCG, the rares are random but the commons and uncommons are fixed. I don't know that I credit this as being even close to an LCG. For a vast majority of players, rares are the only thing that matter in a pack. If you asked most of us if we could have an alternate packaging where we could get the 36 rares from a box all in one pack, without the other 490 commons and uncommons we don't need, I think a lot would be enthusiastic about it. This seems to me like a pure marketing gimmick - something meaningless to toss at the players without actually giving them anything... Pure deception. Which is about what I expect from Decipher, honestly, so that may color my opinion of the whole thing a bit.
  2. Vermillian is correct that Chaos should prove a highly effective counter to Dwarfs. Corruption takes them out of the game quickly, and the Bloodthirster removes their ability to cancel damage at all, which is a staple of Dwarf decks. Plus their units are, I believe, relatively expensive compared to a lot of the Chaos ones. You can get a lot of mileage out of trading sacrifices for the Bloodthirster. Orcs should probably focus on their support and development destruction. Dwarfs get a lot of benefit from those cards, you take them out and they get a lot weaker. Dwarfs are definitely a faction that you can't let them play their game - you have to shut them down. But I think the core problem is the card disparity. Three copies of key powerful cards vs. one or two in the others is going to cause problems. The LCG format puts some handcuffs on Mr. Suitcase, but he's still allowed to play. I'd suggest trying pure starter deck games, or decks created from comparable card pools, before deciding they're broken. Of course, I'm still looking to get a play group going, so this is all hypothetical. Take it for what it's worth
  3. The ability can only be used/is only active when the card is in that zone.
  4. Oh, certainly - but then that also means no Hero in one or the other of those zones, for defensive purposes. Just saying that I think a lot of his power comes because there isn't much variety/selection of heroes at the moment, so the idea of not having other ones out isn't a great loss. Later, though, his "One of Everything" use will mean giving up potential heroes, and it's not nearly as attractive an ability at that point.
  5. FWIW, I think Johannes will see less usage as the game develops. In order to do the bouncing with him you can't have any other heroes in play. For now, that's not such an issue - the only other Empire hero is pretty temporary, and honestly not spectacular, so will likely bow out in favor of Johannes. But that isn't likely to hold once the Empire gets a few more heroes.
  6. Can we please stop using other game rules to try and interpret Invasion? I believe dormouse and the others have it right. The event triggers from a unit being damaged. There is nothing in the rules that even implies that the causal reason for that trigger is considered as a limiting factor, nor is there anything that implies that a card can only respond to a single trigger if multiples are occurring simultaneously. What about something such as Dwarf Rangers, then? It reads "Forced: After one of your other [Dwarf] units leaves play, deal 1 damage to one target unit or capital". Would you apply the same "One trigger per turn" limit to this? We've discussed this particular card before and it never came up for that. What about Keystone Forge? "Forced: After your turn begins, heal 1 damage to your capital". The trigger is the same (turn beginning), so does that mean you only get to heal 1 damage no matter how many are in play?
  7. I'd be a little concerned about resource/card generation. The Village and Excavation are cheap, but also don't give you much, and if you're having to put your units into the Kingdom to build resources they aren't going to be part of your swarm. How does it actually build up with sample draws?
  8. I love Contested Stronghold for this. It gives you a lot of flexibility for gaining resources/draws, even if it is expensive to get down in the first place. I think certain factions are better at it than others, too. The Empire especially has a lot of support cards with great effects that need to be played into the Kingdom. I'm honestly not sure how you could get through a game as the Empire WITHOUT having at least 6 resources available, barring a lot of support-busting from your opponent.
  9. apkenned said: Saying the Kindle is not somewhat convenient...is saying the Ipod is not somewhat convenient. I'll never listen to 20 hours of music in one sitting. The convenience of the iPod doesn't come from duration, it comes from variety and portability, and more importantly the need for that portability. Nobody feels the need to have 50 books available at any one time. You aren't going to mix chapters from 15 or 20 different books on a whim. These are things that people do with music. If you try and carry 50 or 100 or 500 CDs around with you to achieve the necessary variety, it's a pain in the rear. But you don't need to do that with books. Hence the iPod provides massive convenience, while the Kindle doesn't. Even though both provide the same conceptual functionality, one does it in an area where that functionality is used and useful, the other doesn't. And people certainly think about fidelity when they make a purchase. Your own concert example - people line up for days, or are madly clicking Ticketmaster's web site as they are about to go on sale. Just because the impact is emotional doesn't mean it's not considered as part of the purchase. In truly overwhelming situations of fidelity it overrides logic and consideration completely - people still buy random CCG packs when their collection is nearly complete, even though it would be far more economical to purchase the few needed card(s) as singles.
  10. And for official confirmation, I remembered that the tutorial includes use of a Tactic which increases power, so it's pretty solid.
  11. apkenned said: Sorry for any misunderstanding....please reread my post. The reasons you state about the kindle are the reasons why it does not do well. Thus in agreement my earlier posts. Thanks for sharing your opinions. Well, not entirely. The problem with the Kindle is not really that it loses fidelity (which is what you continue to focus on) but that it doesn't actually provide any convenience. IMHO that's a much bigger problem than the fidelity issue. People just don't need to be able to carry thousands of books around with them all at once, so they look at it and go "Yeah, that's cool, but it's not really something I need, especially with that price tag". Although people may comment on the fidelity issue, I think only a tiny portion of them actually consider it in their purchasing decision, and even then only after they've overcome the usefulness issue.
  12. Haven't seen anything to indicate that the hammer/gem are different. I think they're both power, just one is simplified slightly for inclusion in the text.
  13. Can't speak to Warcry, but in the annals of CCGs Horus Heresy did quite well - it had at least 5-6 expansions, which is pretty solid. Your Kindle comparison is flawed, too... I like my iPod because it lets me carry every CD I own, which simply wouldn't be possible. It lets me shuffle between them at will, or automatically, which my CDs can't. In short, it offers a great deal of functionality compared to the non-digital (i.e. physical) version. But what does the Kindle offer? I'm an avid reader, but I usually only carry one or at most two books with me. Sure, the notetaking is nice, and the wifi purchase is cool, but none of them are critical functionality to most reader. And the price, to be honest, is astronomical. Sure, people may have issues with lacking a physical book and pages to turn, but it's probably not a deciding factor in most cases. I'm not disagreeing that fidelity/convenience play a factor, but in general I think they're overwhelmed by other influences. Even your original example with the U2 concert is, IMHO, pretty weak... Sure, people are excited about getting to see U2, but is it just because of the fidelity aspect, essentially just because they're hard tickets to get? George Strait sold out here (Texas) in something like 3 minutes - you couldn't get higher fidelity than that. It means nothing to me, because I don't care about going in the first place.
  14. I'm running 60 per deck at the moment. I've never been a big believer in minimum deck sizes. Invasion seems to not be so heavily combo-based as most others, so it's even less of an issue. There are certainly some powerful combos, but there don't seem to be many "If I draw X and Y I win, otherwise I'm in trouble" setups. It seems to me that it's a far better approach to set up a general approach and theme for the deck, and be able to play what comes. So for the moment I'm running 60. Above that doesn't seem to be productive with the current card pool, because themes seem to fragment and the deck gets disjointed. Another point to consider, although I haven't actually played enough to verify it, is that card draw will be critical with attrition. The combination of choosing where to apply damage to your opponent and persistent damage means that units are going to be dying A LOT. Maintaining quest and kingdom is going to be critical to being able to keep new units coming into the fight. That's also why I think support cards like the Contested*, Armoury, and Forgotten Cemetary are important. Unit power can be removed relatively easily, but the options for hitting those are more limited.
  15. While your points may be accurate in concept, I don't know that they actually explain what you're trying to make them explain - specifically the slow uptake on LCGs. You put CCGs and board games at complete opposite ends of a spectrum between fidelity and convenience. Assuming that is accurate (which I'm not sure it is) then either characteristic must provide something desirable. If LCGs sit in the middle of that spectrum providing a little of both, they should be fine. But I don't really think it's relevant, honestly. You're trying to isolate to a few characteristics which say little to nothing about the actual success of games. If it were all about fidelity, or all about convenience, then every CCG would succeed because Magic does, or every board game would succeed because Cataan did. Obviously there are a lot of failures on both ends of the spectrum, so there has to be a lot more involved than just the question of the packaging type. IMHO, the LCG concept hasn't been given a real shot until Invasion. Both the previous ones were conversions from previous CCGs, and carried a lot of issues over from those previous ones. Also, IMHO, they really aren't great games - CoC and AGOT share WAY too many of their mechanics, CoC does very little to exploit and develop its setting (there's almost no story to it, and no sides), and both were essentially failing CCGs when they came out. The reality is that LCGs target the CCG crowd more than the board gaming crowd, and a vast majority of CCGs have failed. It's a hard market to get into, and I do think you're right about the fidelity aspect - although I call it the crack aspect, personally... Getting CCG players to move away from the few established games to look at something new is very, very hard. It's even harder when you take away the risk/rush of random buying, and when you throw in incorrect perceptions of cost it gets even worse.
  16. You may not like the interpretation I offer, but I'm certainly not lying about anything, and I'm not just flinging insults about. If you purchase the set for yourself, you have more than enough to demo with. If a store wishes to demo the game, they can easily crack a store copy - and if they don't, I don't see why that's your problem. Giving demo decks to players is nice in CCGs, but doesn't fit the LCG model at all - it would be like saying you need extra boxes of Monopoly to give to people after you demo it. None of the above requires any help from FFG, and honestly doesn't see much benefit from it. Nice? Sure, but I've never seen any poster or promo card make people stop and look like a regular play session does. But you aren't willing to do that. You won't try the game unless FFG gives you (and your stores) free stuff that you think it has to have to promote (whether it actually does or not is irrelevant). Is that somehow inaccurate? But we're saying the same things over and over again here. You expect more from FFG than they're willing to do. Maybe that works, and maybe it doesn't, but either way it seems your potential involvement in this game has been decided, so why are you still here?
  17. rickert said: willing to do anything except spend my own money. So... Pretty much just looking for free stuff then? I thought we'd already had this disucssion? I don't doubt the game is doing better or worse in different places, but you're the only one on here who seems to think it's impossible to get it going in their area unless FFG pays you. I've played CCGs since Arabian Nights, and I've been unpaid help in more than a few of them. I've seen games with lots of shinies to give away fail and games with no support at all survive far longer than I ever would have expected. Someone who believes in the game and is willing to put it in front of people counts for far more than all the posters and promo cards in the world. You obviously don't believe in the game. You aren't willing to buy it unless FFG does something to pat you on the head and tell you that your $40 isn't going to be wasted. I'm sorry, but with an attitude like that you'll never get squat going anyway no matter what they send your way. Besides, after perusing the community forum it looks like central Indiana is doing just fine - they've got the first tournament I've seen listed, and at least 3-4 players here expressing interest and in the area. That's not a bad start at all. Really - if you're having such a hard time getting thing's going, maybe it's just you.
  18. And if the game is doing well enough in other locales, why should they develop an entire system just to help you? It certainly doesn't seem to be wise ot develop an entire line of promotional items, cards, and demo organization just for central Indiana because you're too self-centered to adjust to the idea of promoting the game on your own. We get it. You won't be promoting it without any help from FFG. That help is, in all likelihood, not coming. You throwing fits about how you won't be exploited by FFG and DAMNIT you aren't going to promote their game for free!! isn't helping anything. So, can you just the trolling please? Your point has been made, and unless you feel some vindictive need to throw tantrums on the forum and try and hurt FFG over it, you really should just move on.
  19. rickert said: No. I don't want to make money for FFG on my own without them lifting a finger and they don't want to help. I'm just glad I hashed this out before wasting any money on this game to have it mostly sit on the shelf for lack of players. "Listen to me, Obi-Wan Kenobi! I'm your only hope!" Ego much?
  20. I have to admit I'm somewhat amazed at this. I don't know a single CCG for which a single starter, even faction-specific, is anything more than an experiment. To truly play the game almost universally requires at least a box of boosters, which will automatically include a lot of cards you don't want for whatever faction/color you're trying to play. The LCGs give you solid decks to play with, and the multiple factions are, IMHO, a very god thing - even if you only want to play dwarfs, you still have the option of including some Empire cards. I know that's not going to convince anyone who objected in the first place, but still... Compare to most CCGs, an LCG is an incredibly good value. It's incredibly odd to me that people with multiple 5000-count boxes of Magic cards will pass on a game because the initial purchase is $40 instead of $10, even though that $10 purchase is essentially useless. If your friends insist on using your decks rather than buying their own, just start making more decks that use all the good cards, and giving them scrub cards
  21. So then what would you expect FFG to do? Provide demo decks? A single box comes with enough cards to set up all 4 races. One purchase will give you more than enough to demo with, not sure what else you can expect to do. Announce events on their forums? There's a "Community" forum for you to do exactly that. Promo cards? Why? The only people who care about these are the ones who already play and want the hard-to-get stuff. They don't do anything to get people interested in the game in the first place. Posters? Yeah, that'd actually be pretty cool, but given the breadth of FFG's game line I can see why they don't do a poster for every game they make. The few things you're asking for that might actually help are well within your own power to accomplish. Beyond just patting you on the head and stroking your ego about what a great job you're doing helping them out and they couldn't possibly live without you, I really don't see that any of this actually impacts your ability to develop the game in your area. We've all got a ton of games sitting and gathering dust. Some games do better in some areas than others. If you care enough to do something about it get out and do it, and FFG's involvement or lack thereof is pretty much irrelevant.
  22. Or have your LGS order it, and set up your own demos. If you don't have players with cards, what would FFG's official tournaments accomplish? Why do you need to wait on them for demo information, unless you're just trying to get free stuff? If your LGSs aren't carrying it, talk to them about it. The game is out to distributors, if your LGS isn't bringing it in FFG has nothing to do with that.
  23. Tuesdays are bad, but other days are fine. Pick one, and I'll do my best to be there. I am probably going to be there tonight (Friday) for at least a few hours if you can make it tonight.
  24. I think it's a bad idea to pull rule specifics from other games, however closely related. As near as I can tell, Tactics are never actually "in play". The selling point for me is this: Tactic cards are actions that are played from a player's hand. When you play a Tactic to do something to another (such as Twin-Tailed Comet) even then you aren't responding to the Tactic, you're responding to the action (with perhaps some restriction on the source of that action). Within the rules as presented for Invasion I can't find anything that suggests that Tactics are considered to be in play. I expect the icons are simply there for visual conformity to the other faction cards.
  25. Rulebook, p17: If a card refers to each player's corresponding zone, it is referring to the zone in which the card is located as well as each opponent's zone of the same name."
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