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MarthWMaster got a reaction from GroggyGolem in Are there plans in place to take this game into the Expanded Universe?
The artwork depicts Malachor as it looked during KOTOR 2: partially destroyed due to the use of a Sith weapon. The canonical (i.e. light side) ending of the game results in its complete destruction. If you go to Malachor during the Classic era, all you're going to find is debris.
So I guess I don't see why it'd be worse for dead characters like Nomi Sunrider or Bastila Shan to appear in this era than it is for a destroyed planet to do so.
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MarthWMaster got a reaction from divinityofnumber in New FAQ and Tournament Rules
I mean no offense to those who genuinely like the tiebreaker system. I just personally find it to be very disappointing. Nobody seems to be denying that this system favors aggressive dark side decks, but far more people seem to approve of this fact than I would have expected. Do you all really like it that much, or are you just defending it because you realize it's what we got, and you're trying to deal with that by emphasizing its pros over its cons?
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MarthWMaster got a reaction from player1761766 in Are there plans in place to take this game into the Expanded Universe?
The artwork depicts Malachor as it looked during KOTOR 2: partially destroyed due to the use of a Sith weapon. The canonical (i.e. light side) ending of the game results in its complete destruction. If you go to Malachor during the Classic era, all you're going to find is debris.
So I guess I don't see why it'd be worse for dead characters like Nomi Sunrider or Bastila Shan to appear in this era than it is for a destroyed planet to do so.
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MarthWMaster got a reaction from GroggyGolem in New FAQ and Tournament Rules
Still don't really understand why # of objectives destroyed as the dark side is used in resolving a dark-side tiebreaker, while only the Death Star dial matters for a light-side tiebreaker, but w/e. Still good to see updated rules in enough of an advance of Gen Con for players to plan accordingly.
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MarthWMaster got a reaction from skatepharmacy in Are there plans in place to take this game into the Expanded Universe?
I've said it before, but I'll restate it here because it's relevant: The Sequel Trilogy will be underway long before the design team shall have any need to develop periods of the timeline other than the Classic era. This of course includes the New Republic/New Jedi Order era (Thrawn, Dark Empire, etc.) that may or may not remain intact pending any revised continuity resulting from the new trilogy. Here is my math, based on currently expected release dates.
Unknown Force Cycle #1: October 2013 - March 2014
Unknown Force Cycle #2: April 2014 - September 2014
Unknown Force Cycle #3: October 2014 - March 2015
Assuming for the sake of convenience that Episode VII releases in mid-to-late May 2015, matching the release dates of all six previous Star Wars films, and that there are no future delays in the release of upcoming Force Packs, there is still only a two-month gap between the end of the third unknown cycle of Force Packs (fourth overall) and the release of the new film.
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MarthWMaster got a reaction from GroggyGolem in EoD - Reversal of Fate
That's a bold statement in a game that also contains Trench Run.
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MarthWMaster got a reaction from Cazador1908 in Pure Affiliations?
pure
/pyo͝or/
Adjective
Not mixed or adulterated with any other substance or material.
Without any extraneous and unnecessary elements: "pure art devoid of social responsibility".
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MarthWMaster got a reaction from GroggyGolem in Pure Affiliations?
pure
/pyo͝or/
Adjective
Not mixed or adulterated with any other substance or material.
Without any extraneous and unnecessary elements: "pure art devoid of social responsibility".
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MarthWMaster got a reaction from Sephirex in Edge of Darkness Spoilers
I might be biased, because I've been wanting to build a deck with Bail Organa and Mon Mothma (and, ideally, Garm Bel Iblis) since before the game came out - for Nedly reasons of course - but I see more promise in Alderaan's Promise than some of the commentators on CGDB appear to. Being able to dictate the order of an opponent's attacks is incredibly powerful, especially when combined with the ability to move objective damage. Putting even that aside, I could see running this objective set for Tantive IV alone, in a deck reliant on unique heavy-hitters. Ironically enough, the only card I'm neutral about here is Organa himself, but one card isn't enough for me to Bail on this set. *rimshot*
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MarthWMaster reacted to videinfra in Just Bugs Me
Have to agree with you on a couple of your points. I think that because this game doesn't portray reality of combat theatres it's really important to get themes and art right within the pods. This is such a well-designed game that I'm surprised when stuff like this happens with the art or names of cards. What I don't get is that it's not a hard thing to do.
A great example: Veers's pod has a Turbolaser Battery from the Death Star in it? Why? This makes no sense. How hard would it have been to just make it an event called Maximum Firepower or make it an AT-AT Laser Cannon or make this the E-Web Repeating Blaster. I don't know, how hard would it have been to make it Hoth-related? Same thing with Hoth cards in Mon Mothma's pod, makes no sense.
To my mind, suspending absolute reality is fine to benefit gameplay. But there's no reason to disregard theme with names of cards or art -- it doesn't help the game in any way I can think of, only hurts it.
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MarthWMaster got a reaction from GroggyGolem in Just Bugs Me
I would like to start this post by emphasizing that I love this game. Having played both Decipher's and Wizards' respective takes on the license, I strongly prefer Star Wars: The Card Game over either of them, and just as strongly wish for it to continue.
That said, in true Star Wars fashion it's the little things that bug me the most about the game. I've mentioned a few of them on this forum, but for the first time I'm just gonna list them all in one place, going point-by-point and explaining things when necessary. Finally, I will close with some last comments about why I'm doing this and what my overall feelings are about the game in light of these little problems. Now, without further ado:
- Thematics/Gameplay: Red Five may not perform a Trench Run. (The involved objective sets preclude one another from existing in the same deck due to conflicting affiliation requirements.)
- Technical: Red Five and Red Two should not be italicized, as they are the pilots' callsigns, not their ships' designations. (Fixable in future printings, provided FFG is aware of the issue, and I imagine that they are, since the problem does not return with Rogue Three in The Desolation of Hoth.)
- Thematics/Gameplay: I can't have my A-Wing perform a Heroic Sacrifice against a Star Destroyer of any kind, let alone the Executor as is done in the film.
- Artwork: The second Death Star should not appear on a card called "Death and Despayre," as Despayre is destroyed (by the first Death Star) before work on the second Death Star has begun.
- Artwork: The planet shown on A Dark Time for the Rebellion is clearly Endor, despite it being a Hoth card.
- Gameplay: The "0" on the Death Star Dial cannot, under any circumstances, reappear after the game has begun, since all effects that decrease the dial do so "to a minimum of 1."
- Thematics: Cards in the same objective set frequently depict iconic moments from drastically different points in the canon. I recognize that they are presenting a "timeline neutral" view of the saga, but they are doing so in a way that prevents Nedly players like myself from theming our decks in any distinguishable way. If I wanted to, say, build a deck around Luke's first exposure to the Empire, and the Rebellion fighting it, I couldn't use Don't Get Cocky (ANH), because doing so forces me to add a Hoth objective (ESB), a world the Rebellion flees to under the leadership of Commander Skywalker.
Those are all the problems I can currently think of, but I think that the forum is now such that I can add any that come to mind later. I'm posting the issues I'm having simply to get them off my chest, and also to let any others who may share them know they are not alone. I must reiterate, though: these problems are not enough to diminish my enjoyment of what is a very good game overall. This remains my favorite interpretation of Star Wars in card form, and I sincerely hope neither FFG nor Disney has any intention of cutting its lifespan short. Anyway...Just Bugs Me.
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MarthWMaster got a reaction from Sephirex in Should I feel bad for wanting to play Sith?
You should make no apology for playing Sith. True Sith are motivated by a relentless pursuit of power at any cost. So harness that power and make it your own. Those who underestimate your resolve will be destroyed utterly, and worlds will tremble within your decisive grip.
