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Posts posted by Radix2309

  1. 17 hours ago, tsuruki said:

    Now The spoiler im thirsty for: Enchanted blade!

    What does it do?!

    The text seems to be:

    "-> Fight. You get +1 combat for this attack........

    ...........initiate this attack...............

    .........empower the...................

    ..........deal +1 damage for this attack."


    My guess is:

    "-> Fight. You get +1 combat for this attack.  When

    you initiate this attack you may place one doom on

    this card to empower the attack. For every doom on 

    Enchanted blade deal +1 damage for this attack."

    If you compare it to other cards, you will notice a space between the Traits and the Fight action. Where Uses usually go, likely charges.
    It also wouldn't really fit a Guardian card to put Doom on it.

    So I expect you expend charges to deal extra damage.

    I would also expect a limit of 1 damage. They don't do more than 2 damage with weapons at Level 0.

  2. I don't think they will have another Unique Card game for a while. Especially with Keyforge still starting and the time it took. They might not have another, period. Way too much overlap with each other unless they can get a unique game concept. Best is probably some board games.
    I don't think they have a property that can support a CCG like Destiny.

    For properties they have Android, Runebound, Twilight Imperium, and those 2 Genesys settings. The steampunk and werid-war one. The Genesis ones seem very unlikely since they are based on a single game, and don't even have their splat book.

    Runebound has possibility. But they already have 3 fantasy LCGs, Runewars TMG just crashed, and I don't think there is enough to make it stand out.

    Twilight Imperium has possibilities. It has a lot of open room and is a sort of flagship for FFG. They don't have the RPG supplement either, but they at least have some recognition and room to expand. There is the issue of 17 factions, but they could focus on the core factions and use the others as mini-factions, or something. It might be interesting to have identities be a planet, or flagship.

    That leaves Android. Obviously with Netrunner gone there is room for a new one set in the world. The question is how much lead time they had for it ending, and if they have a new game. I see a few potential ideas for a new game. Competitive with factions other than Corps. Perhaps something a bit more geopolitical with a spy game set in the world. OrgCrime competitive. Or maybe a Co-op game playing as Runners/detectives akin to the original Android Game. Go back to the cyberpunk roots of the world. Solving mysteries and all that.

    They might have room for another competitve, but I definitely think there is room for a co-op.

  3. 16 hours ago, Starbreaker1 said:

    All the skill boosters from that cycle (well prepared, high roller, recall the future, quick study, and cornered) are that good, they are marginal in expert, and I guess on Easy they are sometimes not required, but in general they are all very strong, as they play to the factions key strength and can overwhelmingly boost a single stat whether it is the main one for a key check or an off one to prevent a nasty treachery card.  If you don't think they are that good try using them.  I will forever use them, until a better one comes along as they allowed solo skids to complete MM and get all 6 cultists with time to spare. 

    Quick Study seems pretty weak to me. Unless you are Rex.

  4. Well it is about that time of the year where we baselessly speculate on new LCGs coming at Gencon.

    They would have known Star Wars was ending a while ago, although Destiny probably took that spot.

    But I expect they knew Android was leaving sometime in mid to late 2017.

    So that means there is potential for a new one this year, or they were planning on having it anyways. Keyforge may eat into that, but the fact is that there is no Sci-Fi LCg with Netrunner, Conquest, and Star Wars all gone.

  5. It wouldn't be that hard.

    A Rogue-Seeker would probably be less evasive than Finn. The ability will definitely make them more unique. Plus having the full Seeker cardpool makes for several differences. You get Seeker card draw, plus Rogue money.

    A Seeker-Rogue could still be evasive. All Ursula has is 4 Agility. She doesn't have cards that make her better at evasion. Besides, there is the win by 2, or money theme as well.

    The biggest thing these 2 classes have is Burglary plus all the Seeker Intellect boosters without taking useful slots.

  6. I like the idea of a unique game, but this didn't really bring it.
    You get a random set of characters, but that isn't unique. A lot of people will have the same set of characters.

    Terrain is ok, but again there are people who share it.

    And then the assortment of cards. Some have duplicates that don't do anything, others are just missing stuff.

    I would prefer if it was a system and they just released multiple terrain boxes. Each has their own set of characters and quests, etc.

    But I do want a real unique game where there is actually interesting and unique differences.

  7. 12 hours ago, Eldan985 said:

    One I thought of that I'd really like to see tackled sometime would a non-linear campaign. Something like House ALways Wins/Extracurricular activity, but on a larger scale. 

    The Deluxe has a two scenario campaign starter that ends with "We need to do these five things", then the five next mythos packs can be played in any order, then you get a finale. 

    The problem is that there is still a release order. Unless of course they mess with the formula. Like Heart of the Elders, or Turn Back Time.

    They could have a new format where they just create a series of 2 or 3 boxes. Or packs with no player cards like the standalones, but as part of a larger campaign.

    Smaller campaigns would also make slotting in standalones feel more natural.


    In 5 or so years we will get through all the investigators. What happens then?

  8. I think the idea of a core is just not working anymore.

    Have a base set that works as a 2-player intro. Do it similar to Runewars Miniatures, or X-Wing. Focus on 2 factions to play as. Add some splash cards from other factions. Make a new one each year and make it the focus of rotation, with rotation every 2 or 3 years when this new box is released.

    Have balanced Intro decks for each faction, the perfect point to start in a faction. Have Clan packs to expand it further.

    Remove cycles. A cycle is everything released throughout the year between the base sets. Have boxes that introduce the theme for the year, etc. Then release occasional packs over the year that expand it.

  9. I like the idea of contracts with the corps. Maybe acting as a sort of Agenda or Role card like in AGOT or L5R.

    I can see at least 3 or 4 different "skills" that could be used: Netspace/running, combat skill, streetwise, and influence. 

    There are at least 3 factions: NAPD, 14K, and Los Scorpiones. They could probably think up 1-3 more depending on how many they want.

    I think 5 factions could be good, Maybe add the Corps as a sort of minifactions that you can use via contracts.

  10. On 11/5/2018 at 10:04 PM, ricedwlit said:

    Another interesting fact (which is supposition at the moment, but at some point I'll check the cards to confirm):  when a event card is shuffled into a neighborhood, each space in the neighborhood for that card grants you the opportunity to get a clue.   So, all things created equal (e.g. there is no monster to avoid or all spaces have the same amount of doom), select your space based on what you main gain in case you don't draw the event card with an opportunity to get a clue - this way you still get an acceptable backup option.  For example, if the space is likely to heal damage, don't stop there if you are already at full health - pick a spot where you may get an asset instead.

    The spots also influence what you need to do to get the clue. We had a spit that did remnants for money, And you needed a remnant to get that clue.