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MasterDinadan

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  1. The tutorial is bonkers easy and it's really short. We finished it in three rounds. It is really seems intended as a way to get playing fast and learn as you go. But I can see the potential for more. We ended the tutorial with 4 damage on Bright Wizard. Having to go straight into another location, while dealing with nemesis and peril effects, would definitely put strain on us. But losing the tutorial seems near impossible. There is a lot more strategy than Pathfinder card game. Pathfinder is just a bunch of randomness... you pick a location that gives you the best odds based on your character build, but then you just hope for the best. In WQ there are a lot of ways you can control your fate. Maybe we can rush through locations and just survive the enemies (or get them in the shadows to discard them), maybe we can protect the weak characters by engaging their enemies, or stall by exhausting enemies, or simply try to kill the ones that are the biggest threat. And the campaign quests seem to have a lot of variety in their mechanics. It feels like Lord of the Rings card game but without the deck building, which makes me very happy!
  2. It is a Trait, just like "War", "Edict", etc. Like all traits, it's meaningless on its own and the only purpose is as a possible reference for other effects. Currently there are no effects that regency Winter (or Summer for that matter, which is another trait that exists) but there may be some in the future.
  3. The characters strength is not modified but you simply don't count them when totaling strength during challenge resolution. There are some important ramifications - The character still has his normal strength to all other effects (such as Grey Wind or Dracarys) If Balon's strength is reduced, a defending character may be able to count his strength (it really only matters what Balon's strength is when the outcome is being decided) The challenge would be considered unopposed if the character isn't counting his strength and he doesn't have any other source of strength. He could, for example, county the strength from The Red Keep in order to treat the challenge as opposed.
  4. My thoughts: let's go with 50 card decks instead of 60 (the bigger deck size is ONLY relevant when you are building a custom deck with a full carpool) My thoughts to build 8 faction decks are these: Use all of the factions cards from two core copies. Yes, this means each faction is running 4x of some card. That's okay, because it compensates for be relatively lacking neutral economy. Fill it in with 10 neutral cards (3 will be roseroad and/or kingsroad) And pick whatever 7 plots. The big thing here is to make sure everyone gets an economy plot or two to play their 6 and 7 cost. These are marching orders, calling the banners, a noble cause, feast for crows, and supporting the faith. There's not really a "wrong" way to choose the 10 neutrals and 7 plots for each deck, as long as you try to have plots with a variety of gold values. Otherwise, you can usually go with whatever feels right for the faction. The decks may not be ideal for joust, but I think of of them would be fine in melee (which is more about diplomacy and interaction)
  5. If you try to run a 5-6 player game out of one core, you aren't just missing power tokens but also cards (especially plots). And it really isn't fair to complain about the 2nd edition core only supporting 4-player out of the box, because first edition has exactly the same problem!
  6. I would like to see these as neutral cards. Adding a new faction is clunky. But they could design it so that it sort of feels like a faction. They could just design the cards so they are kind of meh for their cost, but introduce an agenda that lets us use them at a discount. Then there are two ways to use them: -splash a few into an existing deck, if it fits with their strategy (but at their cost, none are an auto-include) OR -run the house Arryn agenda and pick a lot of cards which are pretty efficient at their discounted cost and have some synergy, enabling new deck archetype You could even have some card effects with the condition "if you have a House Arryn agenda" if they want to add some powerful effects that they don't want to be splashed too easily. Can easily do this for other houses. We already see Lord of the Crossing has the House Frey trait, so they are already positioned to add card texts that care about the traits on your agenda!
  7. No real benefit in going over 60 cards. Suppose you've chosen your 60 most ideal cards. Adding any more to that is just going to reduce the chances that you draw your ideal cards. For any deck over 60, you should be able to find a card in the deck that just doesn't work as well as other cards already in the deck. Taking it out makes the deck stronger.
  8. The Rule Reference explicitly mentions this scenario under bullet point 3 in Combat. How much more official an answer do you need?
  9. In the recent video, some cards have little banners on their house symbol. I think that is the loyal indicator. It looks like Eddard and Arya don't have it, but Robb and Summer do. I think this works well. Taking Stark as an ally is thematically the Starks in King's Landing before the war, so Robb and Summer won't be involved. Later it is the Starks at war, so Robb would not bend to any other House. Anyway, we could also have alternate versions of characters later with different loyalty indicators. Maybe there is a loyal Tywin with great power, and a non-loyal Tywin later on that is weaker or plays a different role - representing that he isn't willing to give you his full support.
  10. 250 cards max We have 8 House cards I assume we have at least 28 Plot cards (to support 4p OOTB) That leaves 224 remaining cards maximum. If Houses are equal size, that's 28 cards maximum per house. There is no way that this can be a complete play set ( or else there would be virtually no deck building) so let's me optimistic and assume all 28 cards are unique. Even if you have to buy three cores to get a full play set, you wind up with an impressive card pool of 224 cards - a way bigger card pool than any other LCG core. Full play set in one box would be a disaster. It just won't happen. But hopefully we will at least get our money's worth with 3. The worst thing is of we have combination of 1s, 2s, and 3s which results in a puny card pool while still requiring three buys. A combination of 2s and 3s (requiring two purchases) is also annoying and small card pool. So the best hoe is that the card pool is actually in the neighborhood of 200 cards and that we are getting great value from the money we spend on three of them.
  11. Edit - I fail at quote tags… Are we to conclude that Tear This Ship Apart cannot be used on any cards since none of the enhancements say non-limited? And I guess we can also conclude that Rancor cannot devour any units since none of the units say "non-vehicle" Every card that is not limited is non-limited. This isn't defined because the term is self explanatory. Anyway, regarding the original question, I would say that Wedge still functions as a Character, but he does not function as a Unit, so force choke can't target him.
  12. I don't think there is a big issue. The Navy decks tend to destroy more objectives, but so do their opponents. If I win as Navy, destroying 3 objectives to your 2, and you win as Sith, destroying 2 objectives while your opponent destroys only one, it works out in your favor. Anyway, if you win with your LS deck, or if you lose with DS deck, the objective tie breaker is irrelevant. If the Sith deck wins more reliably than the Navy deck by any significant amount, then you should play it anyway. Objective destruction should only be favored in your deck if you think that DS is significantly more likely to win each game. If LS has a reasonable chance of winning, its unlikely to come to an objective damage tie breaker anyway.
  13. What kind of advantage are you expecting to get out of that 11th set? Surely, the 11th set is going to be worse than one of the first 10 you picked? (Or you wouldn't have picked those 10 over it) So what would you want to create the possibility of drawing cards from an inferior set instead of one of your preferred sets?
  14. Legend 3 may solve your concerns. It has a ton of random setup and objectives that give you a different experience each time. -There are 15 monster tiles which place or move monsters on the board. You draw 5 at the start and draw 5 more over the course of the game. -There are 10 fate cards which give objectives that must be completed. The Heroes each draw one at random so your goal each game is different - sometimes the Heroes have to complete things on their own and sometimes they have to work together. -There are 4 Dark Magic card0, one of which is randomly chosen as the final encounter once all heroes have complated their fate. -Medicinal Herbs and Runestones are placed randomly. Of course the fog tokens add some randomness as usual. -The event deck adds a low level of randomness, There are also options to make legend 3 more difficult, by shortening the legend track by 1 or 2 spaces, giving you much less time to finish your goals.
  15. Are you sure there were no glyph locks? Note that glyphs that are locked are not available in ANY adventure. It is not only locked for the one adventure. It sounds like one of your green dice was locked too. I believe the adventure that locks green is "Did You Hear That?"
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