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Ser Folly

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Everything posted by Ser Folly

  1. Vaapad said: Remember that the printed dragon deck came balanced out of the box. Your newly-built deck might not have had the right distribution of cards/most efficient cards to run smoothly the first time. Most decks that are built from the ground up take some time and play-testing to figure out ratios and just generally which effects work and which don't Well it is the dragons deck that seems to wipe everything else away! It runs too smoothly if you are the opponent. Might be down to (bad) luck but it was a bit frustrating seeing that for the second time (although it was just one game each: one against brotherhood one against Stark). Thanks for the feedback, anyway.
  2. After getting into Netrunner for the last couple of weeks, we decided to give AGoT LCG another try. I stopped collecting at about the time Queen of dragons was published and the Brotherhood cycle finished. Only bought the Lanni expansion after that. So what happened when we played last time prior to yesterday, was that in a joust the slightly modified printed deck from the expansion slammed a well built but handmade brotherhood deck into the ground. Last night I didn't stand a chance against it using my Stark/Tully Deck (also slightly modified from the Kings of Winter expansion). Was that a) bad luck b) my stupidity c) a problem of playing in Joust and not in melee (where others can keep Targ in check too) I got the feeling that the dragons are overpowered (also comparing cost/value with other 4 coin/4 strength characters) in fact I only survived round 4 by playing Valar Morghulis. Any comments appreciated…
  3. That is not what was meant. As far as I got it, he/she was speaking of any turn in the game and dealing lots of damage in that turn. He/she gave even alternatives.
  4. alpha5099 said: As far as I can tell, the rules don't specify that the Corp should be in the dark about what's getting accessed, which they obviously are if it was a run on R&D instead. Given that the Corp can have knowledge of everything in the game, other than their opponent's hand and both player's decks, there's probably no reason to restrict their knowledge of what is accessed in an HQ run, but it obviously could make a difference. As far as I can tell there is only two possibilities that the corp doesn't know anyway and that is if the card wasn't trashed/stolen (because the runner could't or didn't want to trash it). With just one card in hand the corp knows obviously what was accessed. With two or more cards in hand the runner still doesn't know what the rest of the cards is. So he knows that there is a nasty piece of ICE but not whether this one ist the next to be installed for example. What I mean is that it makes just marginal difference so I'll continue letting the runner draw.
  5. Perhaps it has tactical reasons so that you have to decide on one console in advance? Or there might be cards planned allowing for a swap. Perhaps it initially was only meant to eliminate the possibility of having multiple consoles at the same time and they just didn't think of the fact that you are stuck with one console with no means to CHANGE to another, which would mean that we are going to see some card that lets you change consoles. By the way, you may actually swap consoles using Aesop's Pawnshop (although for a price).
  6. In your deck you may have as many as you like (3 copies each) and with the toolbox I'd do so.
  7. Mejis said: Ser Folly said: Obviously I missed something: page 18 Concluding the Run - AFTER THE RUNNER HAS ACCESSED ALL REQUIRED CARDS, he returns any cards not stolen or trashed to their original play states. Just had to read a bit further. Shame on me. Ser Folly can you explain please? I don't see how this helps as isn't it still that you have to access each card individually and resolve it? Or does your quote above mean you access all cards first, then resolve? Not quite sure whether I got your question right, so I answer anything that I read into it. Yes you're right one at a time, but my problem was what it means to resolve a card, i. e. is it part putting an unstealable/untrashable card back actually part of resolving the access. As I understand it now it isn't otherwise the rules paragraph quoted by me wouldn't make any sense. To sum up, as I see it, it works like that: Say you may access 3 cards from R&D due to a card effect (e. g. Medium), you do the following. 1. Draw the first card: steal it (agenda) or trash it paying the cost (upgrade/asset) or put it in front of you face down (ICE/operation/agenda you don't want to steal due to any reason see below/card you cannot afford or do not wish to trash) 2. Draw the second card and proceed like in 1. putting cards you don't either steal or trash on top of the card that might lie before you from 1. 3. Draw the last card and again proceed like in 1. and 2. Finally put the uppermost card placed in front of you during 1.-3. back on R&D, then the next one and finally if necessary the last one. This way all cards get returned in the order they had prior to accessing them. It's crucial to have a look at one card AFTER the other due to various reasons I can think of: a) you might not have enough cred to trash all cards you access and if you spent your cred on the first card you might end up with too few credits left to trash the third card which might be more dangerous to you. b) you run against Jinteki and decide not to steal the score 2 agenda you just accessed because you have no cards in your grip and need 3 more agenda points to win (Jinteki's identity ability would flatline you in this case). If you then draw a second two point agenda you might feel very, very sorry. Or would the Jinteki ability kick in before you access the next card. On second thought I would say it does making my b) example obsolete. What do you think about that? In both cases things would have been a lot easier IF YOU ACCESSED all cards simultaneosly (which you MAY NOT do).
  8. I know from experience that especially A:NR is hard to play against yourself. And that the runner has an advantage as he has all the knowledge in such an endeavour is clear. I think Jinteki stands the worst chance by playing against yourself.
  9. Big Borg said: Scoring is good. Not scoring is not good. Wait until you score the Agendas: Priority Requisition or Accelerated Beta Test to rez Archer and ignore that requirement. As a backup plan with Weyland (where archer originates from) you could forfeit 'Hostile takeover'. It can be scored in one turn, has a nice effect and doesn't drain you of your BIG agenda scores (although it leaves you with bad publicity) but as archer is quite powerful it might be worth the pains, especially in early game.
  10. Don't see the problem. Triggered or paid abilities can be triggered whenever the timing chart allows for that (always with the player whose turn it is having the first go at it). As for when to rez a card on the runner's turn: You can't answer it that easily. If you want to scare the runner of from proceeding on the run, rez it as soon as possible. If you want to spring a trap do so just before he/she accesses the server.
  11. You can even use two icebreakers to attack one piece of ICE why shouldn't you be able to use two virus programs at the same time? Although the corp should consider spending three clicks to purge the counters. That's what my opponent did when I had six tokens on one medium.
  12. That's easiest but I know a player who likes to put down his cards face down and choose one himself (but only after they got shuffled by someone else). (Might have something to do with my bad Karma, I don't know.)
  13. Obviously I missed something: page 18 Concluding the Run - AFTER THE RUNNER HAS ACCESSED ALL REQUIRED CARDS, he returns any cards not stolen or trashed to their original play states. Just had to read a bit further. Shame on me.
  14. The problem I see is in the process of 'deciding what to do' with it: 1. Agendas: decide to steal (no problem) 2. Assets/Upgrades: a) trash it paying the cost (no problem) b) decide not to pay the costs (MY PROBLEM: doesn't it then go back to R&D according to the rules) 3. Operations/ICE: not trashable (MY PROBLEM AGAIN: doesn't it go directly back to R&D) I think the rules are not absolutely CLEAR about this, unless I missed something. Only the notion that you have to put the cards back IN REVERSE ORDER implicates that you actually have more cards on hand to look at thus indirectly solving my problem. I'm not the type for shouting the CAPITALIZATION was just used to make my point clear.
  15. Malgamus said: Yes you would access 5 cards. When you access multiple cards from R&D you don't just access the same card over and over if it can't be trashed. You access the number of cards you are allowed in order and put them back in that order. By fully resolve they mean if it's an agenda you add it to your agenda pile before accessing the next card or pay to trash a card and trash it before accessing the next card. They don't mean put it back on the pile and then access it again. You're probably right, otherwise the 'putting them back in reversed order' part wouldn't make sense. But I think that process might be worth an official clarification in an FAQ version to come.
  16. I'd say so but as I just learned it looks as if only one ICE in R&D disrupts the access. (As it can't normally be trashed you will go one accessing the same card): Quote from CardgameDB (Darksbane, my highlighting): "You access each card one at a time and fully resolve it before accessing the next one. Quote Accessing Multiple Cards When accessing multiple cards, the Runner accesses them one at a time in any order he likes. For example, the Runner may access a card from HQ, then an upgrade installed in the root of HQ, and then another card from HQ, if he has the ability to do so. When accessing multiple cards from R&D, the Runner must draw them in order from the top of the deck, and must return any cards not scored or trashed in reverse order, so as to preserve their positions in R&D. The Runner must fully resolve his access to a card (steal it, pay to trash it, etc.) before accessing the next card. If the Runner scores an agenda that gives him seven or more points, he immediately wins the game, even if he would otherwise access more cards." (http://www.cardgamedb.com/index.php/netrunner/android-netrunner-card-spoilers/_/core/medium-core)
  17. Last night I played three games and won all of them: 1. Jinteki (me) vs Kate: I ended up with some 30 cred to spare (due to 'melange mining' from early game) flatlining Kate with an accessed Junebug advanced four times (that was a bit lucky because I needed to trick her into believing that it was a huge agenda), thanks to God my opponent didn't know the cards very well as we were playing with my decks. 2. NBN (me) vs Kate: that one was a close scrape, as Kate was lucky in accessing loads of agendas in early game. Without the player forfeiting one for an effect, he would have won. 3. Noise (me) vs NBN: NBN kept destroying my funds but with some 'demolition runs' , 'Yog 1.0' and 'Medium' I somewhat depleted R&D and found enough agendas in there. Again this could have ended up the other way round because my oponent forgot that 'Yog' just works on Code Gate. I had taken 3 brain damage and just one card in hand when I spent my last click on a run on R&D and stole the last agenda I needed. Apart from the agenda the remains of R&D consisted of two ICE which can't be trashed. As corp had private security force and me tagged during the run ('Data Raven' no way around that tag) it would have been my last turn.
  18. Maine said: Because it's one of the two best card CCGs ever? (The other being Vampire: The Eternal Struggle). I don't think FFG had any idea how popular this game would be… I still have my original NR cards, and had recently dug them out and been planning to create a few constructed decks for play with friends when I heard about ANR. But is there still such a large active community for the original NR? As I understand it it is quite old and you have to be about my age (mid thirties) to know it. As it were I don not know it which leads me to the question whether it was published in Europe back then.
  19. I just tonight played Anarch vs NBN and was a bit casual about brain damage. Drew Wyldside in midgame (maximum hand of three by that time) and didn't see any reason to play it. actually I just found it helpful to have sacrificed as a random card for damage…
  20. But is it just me who was so intrigued by the coverage on FFG HP that I felt like I desperately have to own a copy. Bordering on addictive behaviour. I even looked for a game store in Edinburgh Scotland on a trip entertaining the hope that distribution in UK might have started before Germany. Is there any other reason for this run on copies of A:NR than the one which spellbound my unworthy self?
  21. That's actually the part of the rulebook I 'quoted' myself. Close Reading can be of help…sometimes. So they actually trigger simultaneously but are resolved in whatever order the player chooses. If some ability became obsolete it does no langer resolve.
  22. Proper marketing strategy by FFG. They sold the first few hundred copies at Gencon (months before the actual release) in some 5 minutes after the con opened.
  23. Thanks for the clarification! And 'no' I'd never trade my toolbox. Khudzlin said: On a side note: I hope you're not seriously thinking of trashing the Toolbox to Aesop's Pawnshop (remember that Aesop's is optional). You sprung the trap Khudzlin!!!! Actually I chose the toolbox for my example intentionally to see whether anyone would comment on the sheer absurdity of the notion of trashing the HOLY TOOLBOX. To me it seems the closest thing to the holy grail A:NR has. I have to apologize for that little test of mine.
  24. I was just wondering if two or more of those abilities would trigger at the beginning of your turn. There's an example on page 22 core rules: 'Aesop's Pawnshop' and 'Wyldside' active, 'Pawnshop' trashes/sells 'Wyldside' -> no second effect. Initially I thought that there is no other effect because technically after resolving the 'Pawnshop' ability the beginning of the runner's term has passed so that there is no second effect triggered. But then I realized that 'Wyldside' is no longer around and thus can't trigger. So what if the 'Pawnshop' had sold let's say 'The Toolbox' and 'Wyldside' is still active, would it trigger or is the trigger condition no longer valid as 'pawnshop' already ended the 'beginning of your turn'? Is there anything in the rules?
  25. The only time Wyldside is worth the bother (at least the only one I can think of) is when the corp deals a lot of damage in mid- or endgame. Especially if you don't have Pawnshop (and there's only one copy of it in core). Correct me please if I'm mistaken.
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