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Everything posted by alpha5099

  1. alpha5099

    Custom Investigators

    That's been the pattern in the Core Set. But the investigators in The Dunwich Legacy have the same 12 point attribute spread, but they've got combined health and sanity totals of 15, and they don't have subclasses--instead they can use 5 level 0 cards from any other class. I don't know if there's much more to be done with that Dunwich paradigm of design (if we got another set of investigators with the same "5 level 0 cards" deckbuilding option, that would seem dull), but I also wonder what other options we might see outside of the subclass paradigm in the Core. I suppose another possibility -- and one that might fit the sort of RPG flavor they're going for in campaign play -- would be investigators who started out as pure classes, and could then purchase higher level cards from another class. You don't start out as a hybrid class, you'd earn a secondary class later with XP. I don't know how balanced it would be to, say, only use level 3 through 5 cards of a class; you'd probably want some of the baseline level 0 cards. Sticking just with subclasses, we have fifteen other combinations. Ten if we're trying to avoid combinations that just swap existing class / subclass order (eg. Skids, Rogue / Guardian, vs. some future Guardian / Rogue).
  2. alpha5099

    Basic weakness and deck building

    The relevant bit from the Learn to Play, which explains how we will handle future Basic Weaknesses:
  3. alpha5099

    Basic weakness and deck building

    One Core Set features 8 distinct Basic Weaknesses, but you get two copies of two of them--Amnesia and Paranoia. So in drawing your Basic Weakness, it'll be a pool of ten cards.
  4. alpha5099

    Mythos Busters Podcast

    In the first episode, Ian talks about how his email address and several usernames include "Raven," as he was big into Poe when he was younger. So this is presumably Ian's account. (A much easier way for me to figure this out would've just been to go to that Tales of the Cards link, where the About Me is signed "Ian." But no, I decided to relisten to the first few minutes of the first podcast).
  5. No LCG has ever required multiple copies of anything other than the Core Set. Unless you want 2 copies of a card in multiple decks. That's not quite true. Along with the early AGOT and COC examples BD provided, the first Star Wars deluxe expansion, which introduced the card pools for two factions that were barely included in the Core Set, needed to be purchased twice to have a complete playset. Given the asymmetrical design of Star Wars, they really couldn't release the Scoundrels before Scum or vice versa. Although given that that first deluxe in a lot of ways did have as much content as two deluxes, it wasn't really as bad a deal as it may sound.
  6. Ahh, there it is, under Hunter, page 12. I must've skimmed over that second sentence.
  7. I'm still a little unclear on "Nearest." Who determines which way an enemy goes in the case of a tie (Hunter in the Hall, Roland in the Attic, Wendy in the Cellar)? I would assume the lead investigator, but if that was spelled out in the LTP or RRG, I must've missed it.
  8. alpha5099

    Solo Play

    Dibs on Roland/Skids.
  9. alpha5099

    Solo Play

    One alternative is to play multiple decks at once. I've found LotR more fun to play single player if I'm using two decks at once. It's takes some getting used to, but should be easier for AH; smaller decks and just one investigator instead of 3 heroes in LotR. That's how I'm planning on playing AH most of the time, though I know a couple people I'll try to get interested in the game.
  10. alpha5099

    Deckbuilding Preview

    Based on the characters, here's my guess: Agnes as Mystic / Survivor -- Survivor seems like a good fit for her as an everyday individual, a waitress, thrust into the cosmic horror around her Daisy as Seeker / Mystic -- Mystic matches her compulsion to delve into arcane knowledge beyond her understanding Skids as Rogue / Guardian -- Guardian fits with his unique weakness, Hospital Debts; he's driven by a desire to help people (or at least that one person in the hospital)
  11. alpha5099

    Miskatonic museum release date.

    I will say that FFG has gotten better at release schedules since they got bought out by Asmodee. I remember back with AGOT1E, the "monthly" schedule was very very flexible. These days, it feels like they're getting the monthly packs out like clockwork. But I'm also coming from Conquest being my main LCG, so maybe that was just FFG pushing that product out ASAP before the GW license fell through. My (optimistic) money's on: Mid-to-late October for the Core Set (they'll have it at Arkham Nights, and I assume they'd want their new horror-themed games out in time for Halloween) December for The Dunwich Legacy January for Miskatonic Museum
  12. Hi all. Unlike most of you--based on what I've seen of the discussion here so far--I don't have any experience with the L5R CCG. But I will definitely be trying out the LCG, because I am a huge fan of FFG's model. With the exception of Warhammer: Invasion, I've played them all to some extent (have dabbled in CoC, LotR, and Netrunner, used to play Star Wars and AGOT 1E seriously, currently play WH40K Conquest and will play AGOT 2E), so I know that, at the very least, I'll be trying out the L5R core when it comes out in two years. I was wondering if anyone had any recommendations on good ways to get caught up and introduced to L5R, both in terms of the game itself and the lore. I've read a bit of the wiki so far, but if there are any particularly good ways to introduce myself to the franchise, I'd love some pointers.
  13. Wow, thank you to everyone who has replied. Wonderful suggestions, when I have a bit more time I'll try to dip into this material. If I may ask a possibly naive question: are there any recommended resources that explain how the different clans play? (I'm assuming that the clans have at least somewhat consistent gameplay archetypes, but that might not be the case.) A lot of the sources I've looked at provide a wealth of information on the lore of the different clans, which looks fascinating and I'll be jumping into that. Personally, as a player, I tend to prefer control style decks, being able to confound my opponent's plans and turn their strength against them. Don't much care for choke, if that's an archetype that exists in L5R, as I usually find it a NPE for both me (it's just dull!) and my opponent (it's just frustrating!). Combat tricks and canceling, that's what I like. Obviously the clan identities, in terms of how they manifest as gameplay, may be changing in FFG's iteration, but based on their other LCGs, they certainly like to provide some factions with particularly strong sets of control tools. What clans would you expect would excel at control in the LCG?
  14. alpha5099

    Tutorial Video

    Note that in 1st Ed, Benjen himself wasn't shuffled into the deck because of the moribund rule. Other 1st Ed characters have closer effects (High Septon, for instance). Oh right. Haven't played Benjen since I first got the core set, forgot that's how he worked. (Though I wonder if that's not how he was -intended- to work, given that his effect would make much more sense from a Nedly perspective).
  15. alpha5099

    Tutorial Video

    Spoiler seems a bit much, unless you consider an educated guess about future storylines a spoiler. As far as I know, no one at FFG is operating with any special knowledge of the future of the series. Benjen had a somewhat similar effect in the 1E core ("After Benjen Stark is killed, all players must shuffle their dead piles back into their decks") and both cards seem to me to simply reflect the fact that none of us have any idea what's happened to Benjen or if he's dead. Providing a way for Benjen to come back into the game later (and one that doesn't potentially benefit your opponent so much, like the 1E effect) seems like a strong and very flavorful effect.
  16. Several of the neutral cards from the Core Set -- Promotion, Rogue Trader, and Void Pirate -- are used very widely. Maybe not 3x of all three in every deck -- decks that are very strong on Command or have other limited cards to play, like Raid in DE and Recon Drone in Tau, might forgo Promotion; a warlord like Cato likely doesn't need Rogue Traders, etc -- but they are at least very important cards. One nice thing is that all the neutral cards in the Core come as two copies, so with 3 Cores you'll have two full sets of both cards. You'll likely need to shuttle them around a bit if you're trying to keep more than two full decks built at a time, but it's nice to have 6 copies.
  17. alpha5099

    Tutorial Video

    True, though those mini-factions are unlikely to receive much card support outside of that box. But yes, Netrunner's mini-factions certainly leave the door open for something similar in 2E: Bolton, Arryn, maybe the Brotherhood or Wildlings.
  18. alpha5099

    Tutorial Video

    And in the CCG, Bolton was dual faction, Stark/Lanni (and Tyrell was Lanni/Bara). I doubt we'll see any additional factions in 2E AGOT. With the newer LCGs, it seems like the additional factions have been announced quite early on in the discussion of the game's respective Core Set. It was never a surprised that Smugglers & Spies and Scum & Villainy were being added to Star Wars, and in fact each faction got a single objective set in the Core, before they got their proper box. Warhammer 40k Conquest has always known Tyranids (box coming soon) and Necrons (box TBA) were being planned for later in the game's life.If more factions were planned for 2E, I suspect that we'd know by now.
  19. alpha5099

    House Arryn

    It is a bit strange, but there are some ways to justify it. As the books go on, there are moments where some of the other houses definitely try to influence goings on in the Night's Watch and it definitely seems like the NW will get more wrapped up into things in the future. (I'm being intentionally vague to not spoil anything for you.) Abstractly, I think of the NW getting 15 power as them pulling strings and playing the game well enough to get what they want from the houses (men, resources, etc.), while not being taken over by idiots and preparing for the war to come. That sounds about right to me. I think it's also worth considering that winning the game might not entail claiming the Iron Throne for a lot of the other houses as well. Greyjoy doesn't want to rule the Seven Kingdoms, it wants to be independent; 15 power could be successfully establishing the Iron Isles' claim. Similarly, Robb seems more interested in his claim as King of the North, not as a claimant to the Iron Throne. Alternatively, a Stark player could play from Ned's perspective, which might be to support Robert's claim; 15 power could be that he has successfully navigated court intrigues and avoided the traps he falls into in the book, effectively avoiding the war all together. The Night's Watch has goals and agendas in Westeros, even if they may not be actively engaged in the war. They must play the game, even if they say that they do not, to receive the support and supplies they need to man the wall.
  20. alpha5099

    Wait... wut?

    There might also be suggested "pods" of neutral cards. I've just started playing Call of Cthulhu, which has some similar deckbuilding suggestions out of one core: choose two factions and a set of neutral cards. You can mix them up of course, but the core rule book suggests that the each set of seven neutrals should be used together. I doubt that would be the case for plots (given that they seem to be in alphabetical order). They could provide some recommended plot deck lists, or maybe they'll suggest drafting the core plots (that would be fun). But the other neutrals might break up easily into 4 decks. Maybe there's two copies of Varys, two copies of another neutral character (Littlefinger would fit nicely), two of The Roseroad, two of The Searoad, two Little Birds and two Milk of the Poppy, so on and so forth and you split them up. Two people get the Varys "pod," two people get the Littlefinger "pod."
  21. alpha5099

    Card Anatomy Question - Noob

    That represents one of the keywords: Steadfast, which you will find explained on page 12 of the Rule Book. The symbol means that you must have that many resources among all of your domains in order to play the card. It would've been smart of them to have included some note about it in that card anatomy section, given they specifically chose a card with Steadfast for that diagram.
  22. alpha5099

    Card distribution The Great Devourer

    Other than some early deluxe expansions (the Greyjoy and Martell boxes in Game of Thrones, Secrets of Arkham in Call of Cthulhu, maybe one of the Warhammer: Invasion boxes, never played that one; and all of these were revised to have triplicate distribution), there has only ever been one deluxe expansion for an LCG that has not contained a complete playset. Edge of Darkness, the first box for Star Wars, you needed to buy two copies of, and FFG was extremely up front about this. Which is to say, yes, this will provide a complete playset. Not sure about the Synapse units, you theoretically probably only need one copy of those, so it may be that those come as singletons too (though in that case, I'd expect 6 synapses, not the 5 we're getting, so everything is still multiples of 3). We also have this from the initial announcement: In this deluxe expansion, each of the seven factions introduced in the Core Set gains six new cards (three copies each of two distinct cards)
  23. Several new Conquest groups have popped up in the wake of all of this. I encourage anyone concerned with the management of the original group (even if you agree with it politically, hopefully you can still see how poorly handled it all was, and this certainly isn't the first time it's been an issue) to join. The largest (currently a little below 300 members): https://www.facebook.com/groups/1610183939264918/ A smaller group (about ~120 presently): https://www.facebook.com/groups/1441116589530113/
  24. alpha5099

    Quick question. . . .

    You should definitely be able to make at least 1 tournament-legal deck out of 1 Core Set. We know this because of the inaugural Kingslayer Tournament advertised for Gencon: make your best deck from a single Core Set. You can probably make at least 2 and as many as 4. It's just that those decks will lack options in terms of customization and variety (e.g., you'll have to use every card in the box to get to 4 decks - there are probably exactly 28 plot cards in the box), and will all have to be 2-factions each to make it up to the 60 cards. 4 tournament legal decks from one core definitely won't be in the cards (*rimshot*). The product description we saw previously showed that you would need 5 packs of sleeves for the core set, so that puts the maximum number of cards in the core at 250. 4 full decks would be 240 of those cards, but that doesn't include all the plots that will be in there, plus the House cards and melee titles, which will also count toward that 250 number. A tournament legal 60 card deck is no doubt buildable out of the core (although it will likely be a bit wonky), but I fully expect that this core will be much like the 1E core, where the 4 decks included were all 45 cards.
  25. alpha5099

    New Player, Have Questions

    No need for that, there are 8 factions in AGOT 2E, so they should work out pretty well. If I had to guess the pairings: Stark and Night's Watch (for obvious reasons), Targaryen and Baratheon (the two royal houses), Lannister and Tyrell (the two manipulative, rich houses), and Greyjoy and Martell (the expansion could be A Feast for Crows themed).