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About Nerdcore

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    Springfield, Missouri, United States
  1. Tactics is probably the strongest icon in the game right now. Even if it isn't taking them off the board, it at the very least keeps stuff tied up for far longer or can save your dude's lives. Just be glad you can't tactic resource enhancements or objectives.
  2. It's a bit of a switch. I moved from games like Pokemon, YuGiOh and Magic into the LCG format, and after three years in the format, trying to go back to Magic and try picking up Vanguard in the traditional CCG/TCG format has been a pain. I tried to get myself to buy my shock and dual lands the other day, but after realizing that the 100 for ten or eleven cards could also go into the missing Chapter Packs for Thrones and pre-ordering my Netrunner data packs and second Star Wars set for roughly the same price, and let me build far more decks, I kind of took the LCG stuff. Everyone's right, the card pool being both gradually expanding and easily obtainable makes for fun, skill based games. Small LCG's like Star Wars and Netrunner don't show this well yet, I assume a lot of people will be playing Jedi/Sith well into 2013's regional season, but larger ones like Thrones and Cthulu display vibrant, variant metagames that outside rogue decks, like the Joust Champion's hand control deck this year, that have an equal chance of winning against established, "tier 1" decks, all based on player skill. Granted, there's still bad decks (My Stark/Bara Melee Joust deck probably won't be wrecking any championships any time soon), but they can still surprise and win games on occasion and through pure underexposure. It's why I've fallen in love with the LCG format. Your skill determines more than anything, as each LCG features one or more skill-based components that remove reliance on luck or "power" cards to win the game for you. As far as the game stalemating, yes, it can happen. We're gonna get hit by it in thrones a little bit by the House of Dreams agenda. We went through it with Maester's Path. Martell has been a powerhouse ever since Princes of the Sun released. It's probably the greatest achilles heel of the format, because outright banning or putting eratta on cards is difficult, and can seriously unbalance cards. We're not able to wait out a super powered card like Magic can.
  3. It's gotten better. That specific imbalance that you mentioned is what made me hate the game initially when I played my Gen Con demos. Now a couple of games in, it's clear that the game is more balanced, but does snowball kind of badly until the climactic last turn that you basically win or lose on. It's a slightly annoying mechanic because come from behind wins are very, VERY common, especially if the Light Side catches the Dark Side with their pants down or committing too much to the attack. Granted, that's also what's resold me on the game. The Dark Side definitely has the advantage to start, because they can start the balance battle and having the balance is HUGE. It tilts games into your favor quickly if your opponent doesn't do something to take it or cause it to start switching back and forth.
  4. I figure an address would also be helpful: Metagames Unlimited 3309 East Sunshine Street Springfield, MO 65804
  5. It could be wierd, but the way that they have the game set up it's unfortunately always going to be an Original Trilogy sort of game. I'm hoping that they do go real in-depth and do some Expanded Universe stuff. Like for the one book that came out that was the creepy stormtrooper book. I'd love to see some cards pulled from that, or the Jedi Academy stuff get pulled in. That being said, "Secret of Yavin 4" seems like a card that hints towards their being able to move into the Final Trilogy.
  6. With the way that the Data Packs are structured, you could theoretically continually add the new cards for each Faction to their respective decks, at least for a while. If the game goes for a long time, eventually they are going to become very very large decks. Here's a quick breakdown if you're looking to avoid or simplify deckbuilding for now, and simply ignore the Influence costs. The numbers are for total physical cards, including copies of the cards picked: Corp Deck: 45-49 cards, 3 copies of each. 20-21 Agenda points. (This will be 9 cards for every faction but Weyland/NBN, which it will be 10-12) Pick 20 ICE Pick 11 Events Pick 9 Assets/Upgrades. Runner Deck 45 Cards, 3 copies of Each. Pick 10 Programs Pick 10 Hardware Pick 10 Resources Pick 15 Events When you feel more comfortable, mess with the ratios and then add in using the Influence system. Influence is what preserves most of the flavor of each faction, so I suggest moving to that before ratios.
  7. That's epic… I almost want it sized up to make a playmat out of it cause it's so awesome.
  8. Hi guys, I'm trying to track down the 40 some-odd people who have picked up a Netrunner core set from MetaGames Unlimited, and get a night set up for this and other LCG's. Our Thrones players traditionally meet at 7pm on Saturday nights, and a lot of them are also into Netrunner and the other LCG's. Most of us went to Worlds and also walked away with copies of the Star Wars LCG and are all really getting into that as well. Please message me or post here and let me know if you want to set that as the night or come up with our own for Netrunner.
  9. I think that it's supposed to be based on whether or not both players have seen the card. At least, that's how we've been doing it. I.E. a card that is kicked by Noise's ability is put into Archives face down, because the Runner has not seen the card, but the Corp can when it enters the Archives. An unrezzed piece of ice killed by Forged Activation Orders hits face down because the runner still hasn't seen it, but cards trashed through Trash Cost or Demolition Run always go face up because the Runner has seen them. In the case of Advanced Beta Test, the Runner hasn't seen it, so it's face down. Honestly, if you trash an Agenda, would you want that sitting on top of your discard pile in plain view?
  10. For those curious, they'll be using the format posted in the Tournament Rules document in the Support section of the game's website. Quick rundown so you don't have to load: Players play 2 games, 1 as Corporation, 1 as Runner. Winner of the coin flip picks if they are the Corporation or the Runner first. The Time limit is 65 minutes. Within a match, you score 10 Agenda points for a win, and the total number of points you managed to score/steal for a loss. The winner of an individual game scores 2 Prestige. Individual Game results must be verified by a Judge and recorded before moving to the second part of the match. (It was this way at Gen Con, however, I'm not sure if they'll be continuing this at the World Championship, though I think they should). At the end of both games, the player with more Agenda Points scores an additional 2 Prestige. Parings are based on Prestige, then I believe are paired after that based on total Agenda Points or Strength of Schedule, I can't remember. The Top Cut is then played as a single-elimination bracket with no time limit. Example: I'm playing my friend Josh in a tournament. During my game as the Corporation, he barely ekes me out 7-6. Josh's Agenda score becomes 10, and he scores 2 prestige. During my Runner game, I'm lucky enough to beat Josh 7-3. I score 10 Agenda points and 2 Prestige. We then total up our Agenda Points to determine who gets the Match bonus. I have a total of 16, and Josh's total is 13, giving me a bonus 2 Prestige for winning the match. So you can see figuring your chances of breaking to the Finals is pretty complicated, considering that there's a 6, 4, 2 and 0 result possible for each player each round. It's actually one of my favorite systems I've played under, because it's entirely possible to be further down the rankings, then have a bunch of people above you split 4-2 the round that you 6-0 and then suddenly catapult up to the near top. (Which is what happened during Gen Con for me. I hit a rough patch in round 3, dropping to the low 30's in ranking then 6-0'd my next two rounds and ALMOST made top 8, entirely because of the number of splits that happened higher up in the rankings.)
  11. Just to answer an earlier question, there are 3 of botj Matrix Analyzer and Data Raven available in the core set. During the Icebreaker, there was a lot of scorched earth running around, but not so much data raven. Looking back, I agree, running taggers from NBN In a wayland deck is far more efficient, especially because you could then also include Snare from Jinteki that is net damage plus an automatic tag.
  12. hklown said: Perhaps he means cash with which to pay for high-speed internet with which to netdeck with? Also yes.
  13. In games released in traditional TCG format, I.E. Magic, YuGiOh!, and Pokemon are notorious for this, decks can be built where there is little need for the player to have much skill on a base, mechanical level. The deck's interactions and abilities from the so called "Money" cards can override a player with greater skill's efforts purely on that basis. High level decks in many TCG's "Play Themselves", which is something I'm not a fan of. Granted, we have a similar issue in Thrones derrived from the old 1 of/3 of packs (King's Landing Cycle, I'm looking at you...) but the player has significantly increased importance, as evidenced by Zeiler winning very bad matchups in his first two rounds of the top 16, and Greg Atkinson's reinforcements deck making the final table, and basically any aGoT World Tournament, the top decks haven't necessarily been the strongest ones in the field. Since Greg published the deck to AGOTCards.org, I've tried playing it, and it's obvious that his skill is what makes the deck run, not the cards in it. Much of this in Thrones is sourced by the skill in choosing Plot order, and the initiation and ordering of challenges, which make or break games. So in summation, I feel that in a TCG as a mediocre player starting in that system, I could drop $500 on a deck and still make top 8's all the time, while in an LCG as a mediocre player starting in that system, I'd still be mediocre if I didn't take the time to learn to build and play the deck properly. That is the charm of the LCG format to me--It takes the skill required to play a Miniatures game and brings it into a format that I'm more comfortable in (And don't have to paint anything for.) So in reference to my earlier statements, The Martell Summer build is a very TCG style mode of thinking. Something should be done about it to preserve the LCG style of competing deck types with relatively equal chances.
  14. I think some consideration should be given to Martell's power in general. From what I understand, there was a fleet of clones out there of the Martell Summer deck, and not like "My version of the build" but the exact same deck, all of which went undefeated until they had to play each other in round 5. That kind of deckbuilding is NOT indicative of what I feel the spirit of an LCG environment should be (Player skill, not cash, should be the determining factor). This should be taken into consideration in building future Cycles and when the next FAQ comes out, I'd hope to see at least The Prince's Plans, and Kings of Summer on the list, and perhaps some variety encouragement through restricting auto-include plots like Retaliation. Granted, if that second part goes through, I hope they'd have the sense to make a separate Restricted list for Plots and allow 1 House Deck and 1 Plot Deck restricted slot.
  15. I played the Star Wars LCG demo at Gencon today, and while it is fun (You're running missions against a timer and an ever increasing Imperial Presence), the big complaint I heard from people was that it is a rebel-only game. The Imperials are all AI, though hopefully they'll expand to either have a competitive mode (The Strategy cards seem easily replaced by a human), it was a let down that you could only be a rebel. Hopefully with as early along in the design as it is, they'll get it a competitive mode, but it's extremely entertaining as a cooperative.
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