Jump to content

ingsve

Members
  • Content Count

    95
  • Joined

  • Last visited

About ingsve

  • Rank
    Member

Contact Methods

  • AIM
    -
  • MSN
    -
  • Website URL
    -
  • ICQ
    -
  • Yahoo
    -
  • Skype
    -

Profile Information

  • Location
    Gothenburg, se, Sweden
  1. It's too limted. You'll likely never have more than 2-3 characters in play with Pillage at one point and not that many ways of doing more than one challenge with them so don't expect to discard more than 3-4 or maybe 5 cards in a turn when everything goes your way. That's nowhere near enough to make any sort of dent if the goal is to deck someone.
  2. The shop in Gothenburg where I reserved my core sets said last week of August which they interpret as early September.
  3. To get a playset of 3 of all cards you need 3 Core sets. Most of the cards in the core set are only 1x while a handful are given as 2x.
  4. Olenna's Cunning let's you search your deck for among other things an event card (unless that is the card type your opponent mentions). If you search for an event that has a response to winning a challenge is there anything in the new timing that would prevent me from playing that event card as a response right away to the same challenge that triggered Olenna's Cunning in the first place?
  5. Also the draw cap is gone but instead each plot has a reserve value that limits your hand size during Taxation every round.
  6. There are a lot of small changes here and there so it might be hard for someone to list them all. Some of the major changes are: Moribund is removed, now things happen straight away unless it gets interrupted by an interrupt effect. Influence is gone Crests are gone Shadows is gone Lots of keywords have changed or got removed. House Tyrell and The Nightwatch are now playable factions (which is the new name for houses) The gold curve has shifted a little upward so cards are overall a bit more expensive and as a result of that you can now place cards for 8 gold during setup. You can have 1 extra copy of a single plot in your plotdeck though some plots are limited to 1 per plotdeck still. Attachments now return to your hand if the character they were on is killed or discarded. Unless they have the terminal keyword in which case they are discarded like before. All events now has a gold cost though the cost might be 0 gold. Since all factions start over from scratch with new cards they have changed the flavor of certain houses. Baratheon is now the kneel house like Lannister used to be for example. Many of the factions still retain a lot of their old flavor though.
  7. Magic: The Gathering has long had milling as an alternative win condition (if you have to draw from an empty deck, you lose). It's never been competitive in all the years it's been around - I don't see how that would change in AGoT. Yeah, I'm essentially new to the game with 2nd edition, so I may be totally off base, but it seems like most games will be well over before someone's deck could be milled. I'm wondering if pillage will be ramped up over time, or if it's mainly intended as a way to facilitate other effects, like the one on Euron (taking a location from opponent's discard pile) and hopefully discarding some of the other player's 1 copy uniques. That kind of thing. Yes, with the current cardpool then there is certainly no way of milling your opponent before the game is over. For milling to be a viable strategy there would have to be a lot more powerful milling effects. I haven't played during LCG 1ed and people seem to say that milling wasn't viable there even with more cards to support it but way back in the CCG days a friend of mine had a deck that utilized Palace Gardens and a heap of influence that could put your entire deck as face down attachments on one of your characters in a matter of 3-4 turns.
  8. 1. Yes, there is an action window where you can use Margaery after defenders are declared but before the challenge resolves. 2. No, you have to kneel Margaery specifically as a cost to trigger her ability. Kneeling her for a challenge does not count as paying the cost of the ability. For that to work the wording would have to be "Reaction: After Margary is knelt, give a character +3 STR" or something like that. The way she is worded now means she has to be standing and you specifically kneel her to pay the cost of triggering her ability. 3. When plots are revealed it is the first player that decided in which order plots are resolved. In a Joust since both have Marched to the Wall and thus have the same initiative (not counting bonuses on other cards) it means that the person with the fewest power wins initiative or you randomly decide if you are on equal power. In a melee it depends on what other plots are revealed of course. At any rate it's up to the first player to choose the order of the plots and they resolve one after another. This means that each player will be discarding 2 characters, one for each Marched to the Wall. Marched to the Wall is a very useful plot especially when your opponent has a single character left that is more powerful than whatever character you yourself has to discard. If your opponent decides to play a 7 cost character in the setup and no other character then it is a perfect opportunity to play Marched to the Wall especially if you have more characters or only a low cost character after setup that way you have gotten a good early advantage since your opponent spent 7 gold that was lost right away.
  9. Drastic change from the CCG (where dupes only saved against kill and discard effect), but not from LCG 1.0 (where dupes saved from just about any means of leaving play). Ok cool.
  10. I just noticed that the rules for duplicates state "When the overlapping unique card would leave play..." I'm pretty sure the answer is yes but just wanted to confirm that this would also save from return to hand effects like "The Things I Do For Love" and even hypothetical effects like the original TTIDFL which returned a character to the top of the deck. I think this is a very strong change which even further makes dupes very playable.
  11. Ya, now we just have to wait for Nate to design a mechanic that screws all the rules up again*
  12. Cool, I'll have to check that out then. Now I just need some people to play against. I'm guessing Melnick isn't around anymore if anyone here even known who that is. Well, I know some do at least.
  13. Well THAT is certainly true. Order of triggering conditions does matter more for reactions in 2.0 than it did for responses in 1.0. Keep in mind, though, that multiple triggering conditions can be created by the same effect, so reactions to those are lumped into the same reaction window. So, for example, an effect that said, "Action: Choose and kneel a character. Discard all power and attachments from that character" would have a single reaction window for all 3 things happening in that one effect (kneel, discard power, discard attachments). The order would be: "Kneel, discard power, discard attachments (reactions to all 3)," not "Kneel (reactions to kneeling), Discard power (reactions to the discarded power), Discard the attachments (reactions to discarding the attachments)." Yes, that's true. It's mostly in situations where the game has several framework actions happening as part of a game element that the difference is biggest.
  14. Well, I the real difference is that interrupts and reactions take place in their own timing windows rather than being included in the windows of the primary actions. They do take place a set point in the timing chart, they just aren't drawn in. Interrupts always take place between the initiation and resolution of a triggering condition, so every point on the timing chart includes an interrupt window. Reactions always take place right after the resolution of a triggering condition, so every point on the timing chart has a reaction window right after it. Imagine how useless the timing chart would be if they drew that in there. Well, yes, there might be windows for them at every point so timing itself is perhaps not that unclear but what I was getting at is that with the new system you need to very clear about what the triggering condition is and when that actually happens to make sure you use your responses at the correct time. In the old system you had the response window where you played responses to everything that had happened in the past several framework windows whether it was in reponse to winning, claiming power, someone dieing, a card being discarded from hand etc. Now with the new system all those responses/reactions would happen in their own seperate windows rather than one single response window for everything. That's what I meant with one having to be more careful with wording to make sure you react at the correct time.
×
×
  • Create New...