Stone37

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  1. I agree! Honestly, I think the cards with dice should be kept by the person opening the packs (if the players are going to open 3 at a time) and then place all the commons and uncommons in a stack to be passed and drafted. Finally, I'd add a "trading period" were players may trade rares opened among each other. This would be a very different style of draft and help Destiny to stand out among the many games that draft far better in the traditional since.
  2. Yes there is a demand, but what is this Rivals set bringing that could not have been done with the Starter sets? If FFG's draft answer was going to be this simple, then why not give the yearly Core starter sets a further purpose?
  3. We still don't have a complete set of rules, but what he have thus far concerns me: During a Star Wars: Destiny draft event, every player will open three booster packs and combine the cards into a single pack. Then, every player will select a single card from the pack and pass the remaining cards to their left for the next player to select a single card before passing the pack on again. Once all of these cards have all been selected, the next three packs are opened and players draft cards again, passing in the opposite direction. When the draft is finished, you and each of your fellow players will have thirty cards from the booster packs and the twenty cards featured in their Rivals Draft Set to construct a deck of twenty to thirty cards. In the draft format, you can add as many copies of a card to a deck as you want, even crossing the boundaries of morality to mix hero, villain, and neutral cards in the same deck. A draft will have two rounds in it, with stacks of cards comprised of 15 cards (3 of those being rare/legendary). Each round you will have the chance to draft a card with a die in your first three picks. There will not be a whole lot of choice involved, meaning these games will be slower and more event/support based. The real shame is that FFG didn't do anything unique here. They just attempted to cram Destiny into the standard draft format of every other game. I would have loved to have seen a "trading time" after the drafting. I am also concerned that draft play is going to be a year long "who can build the best Anakin deck."
  4. If these new neutral characters only come with one die... we're going to see a lot of jawas and 26/27 points worth of non-elite characters being played.
  5. But will that be legal? If so... That seems like pay to win.
  6. The real question is, will the Rival set come with two dice for each new unique character?
  7. I don't think I understand the confusion here. Stronghold cards are clearly marked as such: And the Province cards are also clearly marked....
  8. Your correct about the Bushido, in part. Samurai did not follow this code. Your origins are a bit askew though. In many Eastern cultures (and Japan takes it to an extreme in the eyes of most Westerners) to exert any more effort than is needed to win a game or battle is to dishonor yourself. This is why sports look very different in Japan than they do here. Back in the 80s, when professional baseball was first starting, it has comical to Americans how differently the Japanese were playing it. I teach Asian Humanities and mythology for a college. Much like this game, Westerners often romanticize Eastern culture without truly understanding the purpose behind the actual Eastern thought. Etiquette is important and very different in Japan. Another example you can apply to the Eastern concept of dueling is how to play the game Go. In this chess like game, at any point if an opponent wants to take back moves (any number, including starting over) it is considered rude and poor form to not allow them. Outside of a formal duel, these rules do not apply. If a person who was not a member of the warrior or ruling class offended a samurai, they would be butchered without warning or hesitation.
  9. Historically speaking, the dueling system is right on. In feudal Japan to use your sword on an unworthy opponent was disgraceful. If a samurai were challenged by a peasant, for the samurai to use anything but his bamboo and paper fan to aid in his defense would lose him honor. The game mechanic here represents this idea. The stronger duelist clearly should win and the more effort they put into the duel than needed will result in the loss of honor. As a side note, to openly disrespect a samurai in feudal Japan was an instant death sentence. Merely not getting out of the way or accidentally brushing the Saya (scabbard) would result in instant butchery. The sword would be drawn, all offenders would be cut down, and the blood would be flung from the blade before re-sheathing... all without breaking stride or looking back. So, IMHO, the duel mechanics are spot on theme wise.
  10. And inside of 50 minutes? I realize that the Learn to Play book states the beginners should concentrate on breaking the stronghold. I'm hoping new sets of cards will ease my concerns about honor focused decks not being viable in timed play.
  11. And I think this is my main concern for timed games. As a Destiny player I can tell you that agro decks rule because of the time limit. I think a slow play deck is even more of a valid and enjoyable style in L5R. No doubt! I play some games competitively (like Destiny) and others I (personal preference here) find more enjoyable in a relaxed, casual environment. My main question I'm phrasing here is; can all styles of play (winning by breaking the Strong hold, gaining 25+ honor, or opponent's honor dropping to zero) actually be accomplished (and still be "fun") inside of 50 minutes? To respond to the person who saw this question as some kind of attack... no, my definition of "fun" is not the only one that matters. FFG has established a game with three ways to win. Those should all be valid, and equal, inside a good tournament structure because different play styles will gravitate to different win mechanics. I personally am looking forward to building decks that look to primarily win through honor.
  12. Last night I picked up my single Core set and played the Lion vs Crane intro game suggested by the Learn to Play book. My wife and I had a good time and felt no need to buy a second or third core for casual play between us. My slightly elevated play between friends will require a single core per player. (FFG has an excellent single core deck suggestions list: https://images-cdn.fantasyflightgames.com/filer_public/c0/99/c0995a8d-f56b-45e3-801a-054ec7623494/l5r_suggesteddecklists_b.pdf ) I have yet to play this game in a timed environment, but fear that this may not be the best setting for the game. Do I believe, as I play the game, that the average play time will decrease below 2 hours? Absolutely! I'm just not sure this game is truly built to be enjoyed inside of 45 minutes. It feels like chess with cards. Its a game I want to play while drinking a glass of whiskey and conversing with a friend. The cry for "you must buy 3 cores!" definitely applies to those who want to build 45 card competitive tournament decks now. The casual player will enjoy this game with a single core. But what about "fun"? Is a game forced into a time frame under an hour (or even 50 minutes) fun?
  13. Honestly, unless you just enjoy the thrill of opening boosters, buy singles. You'll get what you want and spend less doing so.
  14. https://teamcovenant.com/product-category/star-wars-destiny-card-game-ffg
  15. If you HAVE to own everything, Team Covenant sells complete sets at the cost of about 3 boxes.