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About Supertoe

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  1. Supertoe

    New SW Board Game Announced

    Wooo, another star wars game. /s The premise of this one does sound more interesting than the rest though, a Scum-themed game could be pretty cool.
  2. Supertoe

    Missing the Point!

    This is exactly true. The whole value seems to be that sense of ownership, not actual game value.
  3. Supertoe

    Rules changes killing me

    This thread is incredibly disturbing. The number of people who are coming on here to harass someone for a complaint is really, really bad. Stay classy guys and gals.
  4. Supertoe

    The Land Endures

    And to no ones surprise, a game that FFG set up to fail from the start has failed. We feel you over in the Battlelore community. We feel your pain.
  5. Supertoe

    Do KeyForge games take too long?

    It usually takes me 50-60 minutes to finish a game, I'm not sure if that's "too long". I'm very familiar with card games and we play pretty fast, so I don't think our games can go faster than 50.
  6. Supertoe

    Is keyforge going to eat Magic alive.?

    But that's also the case of every LCG. That was literally the whole point of LCGs, was to cater to that exact audience. Keyforge caters more to the Epic:TCG and Summoner Wars crowd, which is a very important market, but not Magic's market.
  7. Supertoe

    Is keyforge going to eat Magic alive.?

    Magic very well could die. But this is in no way going to be what kills it. There's no way Keyforge ever achieves the popularity of AGoT or Netruner. The model has too narrow a focus. It's great for some people, but it lacks the broad target audience of an lcg.
  8. Supertoe

    Artwork -- how do you feel about it?

    The art is really, really well done. It's really high-quality, zany, over-the-top awesomeness. But if they are trying to turn this into a whole world with fiction, and an RPG, and multiple games, and all that stuff...um yeah no. This is super casual art. This is not "build a universe" art.
  9. Supertoe


    I'm usually a big lore buff, but it seems weird to have lore for a casual card game. Maybe if they role out an RPG or adventure board game like Runebound or something like that, then it would make sense. But it seems a bit premature.
  10. Supertoe

    Any news from gen con?

    Same here Julia.
  11. Supertoe

    Battlelore 3th: a new hope

    Yeah, you're probably right about the clan loyalty thing, that people would wait until their clan came and that would ultimately hurt sales. It's just like me with the new RuneWars. I said I wasn't gonna play it until they released the Orcs of the Broken Plains, and now they don't seem to want to do that, so there goes my money.
  12. Supertoe

    Battlelore 3th: a new hope

    Hey, if Game of Thrones got it's first full expansion ever, eight years after being released, maybe there's still hope for Battlelore ?
  13. Supertoe

    Stalk prey with a web

    If I am using stalk prey in a city with a web (for example Lyssa fighting an Avatar of Ariad), or if I am retreating from a hex with a web, do I need to roll a wild or is the terrain not considered to have changed for this roll (thus any die would work in a city).
  14. Supertoe

    What is the point of this game being "unique"?

    Here's the thing I don't get. These sorts of games (like 7th continent for example) typically have tons of replayability, out of the box. So they in a sense randomize themselves, without needing to buy multiple copies. I don't understand why they didn't just make it a typical replayable game and instead went this confusing route. I'm not as angry about this one as Keyforge, just confused. It doesn't really make sense. Adventure games have always had randomly generated encounters and stories. So why does this one need to only have one route per copy? The old core+expansions model seems to work better here. So an expansion pack that adds jungles, one that adds deserts, one that adds alien planets, whatever it may be. And you can still do the whole "unique" maybe by randomizing the adventurers and maybe some of the cards/quest-thingies.
  15. Supertoe

    I have good memories with non modifiable decks

    Back to the original topic, I too enjoy non-modifiable decks in certain cases. For example, Summoner Wars. I never, ever deckbuild in that game. I like being able to grab a deck and go. And each deck does its own thing in cool ways. I love that game. Here though, I'm not sure "each deck does its own thing in cool ways" would really apply. Also, I could pick and choose the summoner wars decks I wanted. That's not the case here. Hopefully you guys are right that this procedural generation thing will build decks that all at least have some strategy to them, but that sounds like science fiction to me.