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windforce

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About windforce

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  • Birthday 05/10/1964

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    Drenthe, Netherlands
  1. windforce

    Can't take the outer rim from me...

    Reminds me (too?) much of FireFly and the recently released game Traveller CCG (a living card game), two great games already especially Traveller. Could be fun though.
  2. windforce

    Official FFG turnaments

    How about this? https://www.fantasyflightgames.com/en/op/l5r-lcg/kotei/
  3. I also like to splash Unicorn for more Shungenjas (the brilliant Iuchi Wayfinder) + Spyglass + Favorable Mount
  4. Forgive me my impudence and the nerve to disagree, but I really do like the card. Great neutral card imho. Truly sorry about that.
  5. windforce

    Six Packs In Six Weeks

    Personally I am OK with it for the first cycle. It gives players more deckbuilding options during the initial phase of the new game. It can prevent all clan-decks from being more or less the same. But my wallet likes to add that it does hope that from the second cycle on, they turn back to one pack a month.
  6. windforce

    No GenCon News?

    If I remember correctly, it was shortly mentioned during the In Flight Report by creator Corey Konieczka (hope I spelled it right), but he gave no additional information in comparison to what I read in the website announcement by FFG. Corey was also present with Legacy of Dragonholt in the BGG videos where new games were introduced and explained, but sadly nothing more than some general stuff which we hopefuls already knew. The only thing he showed was the box (which was more of a prop).
  7. windforce

    Oracle System?

    Perhaps the system is familiar to the Fabled Lands gamebooks. These were (are) gamebooks offering Pick-a-path adventures. But the brilliant idea of Fabled Lands was that it was a sandbox where you could go as you like and your decisions and the outcomes of your adventures were recorded by ticking off the appropriate codewords as well as ticking boxes at entries (text sections). So for example, if you arrived at text section 123, the text could read: "If there is a tick in the box go to section 234, if the box is not ticked go to 345". Or "if you have the codeword Assassin, go to section ..., if not go to section..." Thus, if you chose to support the rebel general and assasinated the king, returning to the (former) king's seat could be a hazardous decision. Still a wonderful set of gamebooks. Maybe Legacy of Dragonholt offers something similar. I am intrigued, for certain, and hope they will give as more information soon.
  8. windforce

    So is this a legacy game?

    Perhaps the system is familiar to the Fabled Lands gamebooks. These were (are) gamebooks offering Pick-a-path adventures. But the brilliant idea of Fabled Lands was that it was a sandbox where you could go as you like and your decisions and the outcomes of your adventures were recorded by ticking off the appropriate codewords as well as ticking boxes at entries (text sections). So for example, if you arrived at text section 123, the text could read: "If there is a tick in the box go to section 234, if the box is not ticked go to 345". Or "if you have the codeword Assassin, go to section ..., if not go to section..." Thus, if you chose to support the rebel general and assasinated the king, returning to the (former) king's seat could be a hazardous decision. Still a wonderful set of gamebooks. Maybe Legacy of Dragonholt offers something similar. I am intrigued, for certain, and hope they will give as more information soon.
  9. For my Padme/Rey deck I like Con Artist a lot. Also Lone Operative might be a welcome addition.
  10. windforce

    Feelings and feedback

    Exactly my sentiments. I simply love the game from a gameplay perspective, but I despise the money sink it becomes once you want to start some more serious deckbuilding. I've played Magic for many a year. It has the same problem but with Magic I could build a decent deck with mainly commons and uncommons (and sometimes the occasional rare). Not a tournament-winning deck, but at least a deck with possibilities. In SW Destiny though, rares are the fundament of each deck. You need rares in order to be able to play in the first place, since you need characters, and all characters are rare, or even legendary. Furthermore uncommons are as rare as the rares, i.e. one per booster. Since dices are the heart of your deck (4 or 5 for characters mostly, and at least 10-12 for support) it requires a lot of boosters to start. The deck restrictions add some oil to the fire. Again, great game but annoying card/dice distribution.
  11. windforce

    Day 1 Cards

    Rey Starter + 2 boosters, which contained Crime Lord + DL 44 Heavy Blaster pistol.
  12. windforce

    Loving Destiny so far!

    That's read you all knew how to play already. We are varied experience levels tonight, so our launch party here in California is probably going to be a bit more relaxed and explorative. Greatly looking forward to it, however. I saw two videos (FFG and Team Covenant) on youtube which teach the game pretty good. So we generally knew how to play, although I made enough mistakes during our rounds. We decided not to use the cards from the boosters in our starter decks to keep things balanced. A few players would have been able to add 6 or 7 cards to their decks, while others had only one card from their 2 boosters to add to the deck due to rules and regulations. I had 7 red cards but no red character, and 2 yellow villain cards which are not allowed in a hero deck. In our experience the starters were pretty evenly balanced.
  13. windforce

    Loving Destiny so far!

    For our launch event (Groningen - The Netherlands) there was one starter plus 2 boosters available for each participant. My boosters contained a Crime Lord (legendary ) and a DL-44 Heavy blaster pistol. Enjoyed the launch party tremendously. Most games were very tight which added to the fun.
  14. There are several fan-made adventures and adversaries available via the boardgamegeek website. And hopefully there is more to come.
  15. windforce

    Help with Rules

    Some answers: 1. Face-down enemies become face-up normally during the Enemy Phase, when they are activated. Or if they are targeted by ranged attacks. If a face-down enemy in the shadows is exhausted, it stays face down in the Enemy Phase since it is not activated. Remember that most non-nemesis enemies in the shadows are discarded when travelling. 2. You only spawn enemies as per the indicated numbers on the bottom left of the location card (red and black skull) when travelling to the location. Although on some locations cards enemies spawn at the end of the location phase if specified in the location card text. 3.Peril increases each round, so before you know it time is running out and your nemesis is upon you. Happy questing!
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