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  1. Done. It's here: http://www.boardgamegeek.com/thread/1404038/variant-units-balancing-late-game
  2. Hi people ! I know everyone plays differently, but if you are like me and my friends you should often reach the point where in the late game, every player has basically built his/her ideal deck (or at least is very close to it). If that's the case, you have probably noticed 2 things: - not all factions are equal during the late game - some units are never played by any player This is even more visible if you play 1vs1. So, with my friends we came up with slightly different effects for the units that we never played, with the idea of making them more playable while balancing the late game. Enjoy Dwarves of Dunwar : The problem: - Dwarves have no way to draw a unit card. They kind of compensate for that fact with the War Machine's ability (which gives more strength) and the Guardian's ability (which increases the chances of your units reaching resolution step), but despite that they kind of hit low in terms of strength. - While it is obvious to use Gold cards in the early game, it becomes a problem later. You need the Gold cards for the abilities of the Sentinels and the War Machines, but having Gold cards in your hand means less units and makes you vulnerable. Because of that, you should be careful and not have more than 2 or 3 Gold cards in your deck. - Having few Gold cards, the abilities of the Digging Machine and Sentinel are conflicting. A Digging Machine discarding a 3-Gold card has 7 strength, while playing a Sentinel needs to destroy a 5-strength unit to be as interesting a move. Also, a Digging Machine is strong in itself, while a Sentinel is not. That's why nobody in my group plays Sentinels (which is bad, because then you let the opponent polish his/her deck composition) - The Demolitionist is cool, but knowing your opponent's hand often doesn't really make a difference. Also, in the late game people only have 3-Gold cards, so the second effect is also unusable. That's why nobody in my group plays Demolitionists. The variant: - Sentinel effect: When played: Discard at least one Gold card rom your hand to destroy 1 opposing unit or draw 1 card. If the total value of the discarded cards is more than 1, you may do both. - Demolitionist effect: When played: Look at any other player's hand. You may take 1 Gold card of value 2 or less from his hand and add it to your hand or discard pile. If there is none in his hand, you can take a 1-Gold card from the center area instead. Explanation: - The Sentinel effect removes the conflict between the Sentinel and the Digging Machine (since you can draw another Gold card). It also allows you to play more Gold cards in your deck, and thus to be able to fully use the War Machines. It also increases the chances of having 5 units in combat, which makes the Dwarves less vulnerable. The condition to use both effects is there to avoid Dwarves being too powerful during the early game. - The Demolitionist effect makes the card usable during the late game, while giving a boost to the deck by giving the War Machines Gold cards to destroy, as well as decreasing the chances of having a Sentinel in your hand whose effect you cannot trigger. - That may seem OP but it's not. Try it. Orcs of the Broken Plains : The problem: - Orcs are rather balanced, but they have few means of destruction. - Lizard Riders can only destroy units of 2 or less strength, and that is very limiting (I mean, Elves don't even play units of strength 2 or less in the late game). That's why nobody in my group plays Lizard Riders. - Giant Trolls can destroy opposing units by destroying friendly units. I am guessing that this is supposed to be used in combination with the Warchief buying a unit to spend the Gold cards in your hand. - Orcs are really dependant on the Warchief for defense, so the opponents always destroy it and you spend all of your money buying back Warchiefs while your deck is slowly being destroyed. Because Warchiefs are expensive. - Because of that, you usually cannot afford to use the Giant Troll's ability, so you don't destroy the opponent's unit and he/she can polish his/her deck (in particular, you don't destroy destruction units, so you cannot turn the situation around) The variant: - Lizard Rider: Resolution: If you have 0 cards in your hand, destroy an opposing unit among those with the least strength. Explanation: - Originally, the Lizard Rider is a unit that plays on the condition of having 0 cards in your hand, which is the logic of the faction. To avoid its conflicting with Spirit Speakers and to allow you to play more than 1 of those, the ability can only be triggered during the resolution step. However, destroying a unit of your choice during the resolution would be way too OP. That's why there is a restriction on what unit you can destroy. - The new restriction (the opposing unit with the least strength) keeps the original idea but guarantees that there is something that you will be able to destroy, starting with the opponent's destruction units. - Destroying units at the resolution step also means that the opponent may want to destroy a Lizard Rider instead of a Warchief, which is good because Lizard Riders are way cheaper. Daqan Lords : The problem: - They don't hit that high in terms of strength, so they are rather weak in the late game. - The logic of the faction is to discard useless cards to do things, and to draw cards to compensate for that. - The main way to draw a card is through the Knight. However, it cannot draw units with strength 3 or more. - The Siege Machine has 4 strength. Having it in your deck reduces the chances of drawing a card with the Knight. And its ability (discarding a card for 2 additional strength) is not really interesting to use. That's why nobody in my group plays Siege Machines. - The Novice Wizard's ability may seem useful, but it only is if you have useless cards. In the end game, those are few and are usually discarded by the Bowman's ability. The only interest left for this unit is that it's a 2-strength unit, that can be drawn by the Knight. That's why in my group we almost never play Novice Wizards's ability (and play few Novice Wizards at all). The variant: - Siege Machine: Strength 2. Resolution: Discard 1 card from your hand to add 4 strength to this unit. - Novice Wizard: When played: Discard 1 card from your hand to draw 1 card for each participating "Novice Wizard". Explanation: - The Siege Machine now becomes a unit that can be drawn with the Knight, and thus becomes usable. Its strength remains 6 after discarding a card, but adding 4 strength by discarding a card is more interesting an ability than adding only 2 (for example, if the last card in your hand is a 2-Strength unit, you may consider keeping it in your hand to discard it with the Siege Machine) - The Novice Wizard ability may seem OP, but in practice they get destroyed pretty fast and it barely compensates for the faction's lack of strength anyway. That's all. Enjoy your game
  3. I don't get how that is OP. During the late game, each faction can consistently hit around 20, and most of them can hit around 30 pretty easily. What makes the undead kind of OP is that you can play: - 2 Necromancers, that each draw a Skeleton Archer to your hand - a Barrow Wyrm, that draws another Barrow Wyrm, that draws a Dark Knight to your hand - the 2 Skeleton Archers that you drew - 3 Dark Knights (2 from your hand, 1 that you drew) That allows you to destroy up to 2 units, while hitting at 51. Also, playing the Dark Knights last guarantees that there is almost no chance of them getting destroyed. And even if another unit is destroyed, you still hit quite hard. ...Well, this kind of hand does not really happen in a real game though. What easily happens is to play 2 Barrow Wyrms, 4 Necromancers and 4 Skeleton Archers, which means hitting at 28 with lots of destruction (this is deadly; the only way to fight against that is to attack the undead during your turn, and to destroy everything you can so that this cannot be used to attack your Home Realm).
  4. Well, the 1s are indeed weak, but: - two of them can still take a stronghold - at least you don't have to worry about how you will remove them from your deck In terms of balance, I think it is rather well balanced with other factions, except maybe for the Pack Leader that may need a small nerf. I realized recently that by using one to get another, it becomes too easy to have all Pack Leaders in your deck at all times. Combined with Mother Wolves, it removes the need for Gold in the deck at all, which is way too OP. I have yet to test it, but I think that limiting the units you can add to your hand with the Pack Leader to those with strength 3 or less should fix it. Regarding the card back, I uploaded an image of it on BGG as an answer to your question in the comments below the file. Edit: I uploaded the nerfed Pack Leader on BGG
  5. I'm rather surprised to see that noone talked about the Leonx Rider unit here. While indeed Elves don't really draw before getting the Pegasus Rider, they can make the opponent discard cards, which is the same in terms of card advantage for PvP (but I agree that it doesn't help take cities or get more gold). I won lots of game with Elves by playing the Forest Guardian, then (depending on what the opponent played): - using the Darnati to destroy a strong unit if he played one - using the Leonx to make him discard a card from his hand if he didn't Either way, strong units end up destroyed or discarded. And of course a discarded unit does not get to use its "when played" ability. Also, Leonx Riders are especially effective against humans (who need every card) or Orcs (to make them discard the Spirit Speaker) In my experience, the only problem with Elves is the early game, where they seem really underpowered. I am under the impression that when the Elves take a city during the early game, it is almost certain that you can take it back from them if you attack it during the next round. My explanation for this would be that spending gold to buy Storm Sorceresses and then destroying them for influence results in a deck that has a comparatively lower ratio of units when compared to other factions (and mostly 1 gold units), making it weaker on average.
  6. So... did noone try it in the end? Too bad...
  7. After we found the loop, it happened every time a player with the undead faction managed to get his two legendary units, so pretty often Well, the problem is that this is more than being "in a good spot". Near the end of a game, when every hand consistently hit in the 20-30 range, noone can afford to defend cities against Barrow Wyrms when their Home Realms will be targetted just afterward. What happened every time a player did this was that he got ALL cities in the end game. When we played with Miasm, that also meant that the player with the Undead faction had a huuuuge advantage over all others, which makes me think that this totally breaks the balance of the game.
  8. Hello everyone, I have a question about a specific point of the rules of Rune Age. According to the rule book, during his turn a player can conduct as many sieges as he/she wants as long as each siege is against a different target. If I understood correctly, a "target" is either a city or a home realm, meaning that you can attack one player several times if he/she has cities. I didn't really question it until now, because both the attacking and the defending players are supposed to use cards doing this and reduce their hand. It adds some kind of tactical dimension to the battle. But here's the thing: what if you use the undead faction and chose to attack all cities in turn with a Barrow Wyrm, each time adding the other one to your hand from your discard pile? You would be able to conduct many sieges without altering either your hand, your deck or your discard pile. That would mean that near the end of the game, when it's one on one, you can attack all cities of your opponent and then that player's home realm, either taking away influence (which can be vital if you play with Miasms or Archaic Scrolls) or weakening the player's hand before going for the kill. All that with no risk (the Barrow Wyrm is a legendary unit anyway, it cannot be destroyed) Is there any rule forbidding this kind of thing? Like allowing the defending player to refill his hand, forbidding successive attacks on the same player, or maybe even holding all sieges at the same time? (I guess that it's not the last one, but that would definitely be cool )
  9. Hey guys, I created a new faction to play with my friends, and we playtested it for some time to balance it against the original factions. I thought that it would be nice to share it with the rest of the Rune Age community (we like it a lot, and I hope you will too), so I translated the cards into English and uploaded them on BGG. If you want to take a look, it's here: http://www.boardgamegeek.com/filepage/116114/custom-faction-forest-wolves So, what is this new faction? It's called the Forest Wolves, and like all original factions it revolves around a specific game mechanics. As you know, Humans rely on drawing cards, Undeads on having cards in their discard pile, Uthuks on wounding units, Elves on spending influence, Dwarves on using gold cards, and Orcs on playing the last card of their hand. Well, Wolves rely on destroying canon fodder. You can also say that it revolves around managing deck pollution. Basically: - the cheapest unit is useless by itself (canon fodder) - most of the other units need to destroy friendly units to do things - there's one unit that adds canon fodder to the combat so that you can destroy them, but it adds a lot of them - that means that you can be stronger by polluting your deck: it's a high risk, high stakes kind of gamble - the legendary unit allows you to destroy the remaining canon fodder to prevent pollution (but it's a resolution ability so there's always a risk of it being removed from combat by your opponent) That being said, I guess that it's easier to understand if you directly read the cards. So please enjoy and give me feedback
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