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Mirumoto Shiroiken

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  1. Pretty much anything by Akira Kurosawa was inspirational when I ran the old RPG.
  2. If you control the character when they leave play, then you would gain the honor. The reverse is also true if you control a dishonored character.
  3. I say no. A card limited to 1 per deck is very unlikely to actually see play in most games. Because of this, I doubt I would put any in my deck (I do not currently use the unique holdings for this reason). Restricting a card that's not intended to be restricted by designer intent would probably turn that card into a coaster (similar to every "fix" I've seen for Policy Debate).
  4. This is a common experience in L5R. There are many terrible things that can happen to you if you are unprepared for it, and there are many things out there for players to foresee. Generally speaking you should get ruined by things like this exactly once, like losing a first turn clan champion to Way of the Crab. You know it's out there now, so you can play around it. Until you see it: don't bid high, play attachments/characters before the conflict to lower your hand size, send a character every attack opportunity to reveal those provinces (also reduces Mirumoto's Fury).
  5. Only played in 1 tournament, of which I went to time two of the three matches. During the first match it was irrelevant, because time was called during my assault on his stronghold, but if I failed, he would easily crush my stronghold. I lost to honor against scorpion in the second match, on the same turn I was going to crush his stronghold. The third match against Phoenix was the only one that would have had no clear winner within a short period of time. I think 60 minutes should be close to the actual time for most games, but I think Time is going to be called for a large number of matches. This makes the Tiebreakers important for late game decisions, but can handicap certain deck types. Something that could speed up play is placing your cards upside-down. Presumably you know what all of your cards do, but your opponent probably does not. This would allow them to easily read the cards without having to ask you each time. Unlike the CCG, where characters were relatively simple, I think they are now the biggest delay, because you need to know the board state before you can properly act. Theoretically players should get to know all the cards and speed up the game, but not everyone has this level of memory, nor does every player wish to put that much effort forward.
  6. Really, all I can say to the OP is "suck it up buttercup." Errata (especially what you have) just isn't gonna happen. If you can't modify your play to the way L5R is, you're better off finding another game. IMO, NPE is just an excuse for poor player skill. You will get screwed over by some cards, such as losing your Clan Champion to Way of the Crab, but you will learn they exist and find ways to work around them. Also, some match ups are gonna to be bad (such as Dragon against Crab), and you're just gonna have to work around it. The only legitimate complaint is that Unicorn is behind the curve, because the Core set wasn't particularly good to them. I say this having just gone 0-3 in my first tournament (and going about 3-10 overall, except against people I'm teaching the game). I lost because of MY skill, and the skill of my opponents, not because something is "broken." Even the only real aspect of luck in the game (the shuffle) is somewhat mitigated by deck design and your Honor Bid, not to mention mulligans.
  7. My guess is that a future card design may force an opponent to declare a particular type as their first conflict. If they don't want to declare the conflict, it prevents them from using that type for their second conflict. Either that or they playtested it that you had to choose, but changed it without fixing the RR.
  8. i would assume the traits are leaving play only, just as Courtesy and Sincerity are. Based on the existing two, I could see the following: Courtesy - When this character leave play, gain 1 fate Sincerity - When this character leaves play, draw 1 card Compassion - When this character leaves play, your opponent loses 1 honor Courage - When this character leaves play, you may remove 1 fate from any character Honor - When this character leaves play, gain 1 honor Duty - When this leaves play, you may place 1 fate on any character Righteousness - When this character leaves play, your opponent must discard 1 card An alternate to Duty might be to place it on top of your Dynasty Deck, or shuffle it back in, but I don't know how balanced such a thing would be. If you wanted to have some as "enter play" effects, I would have: Courtesy - When this character leave play, gain 1 fate Sincerity - When this character leaves play, draw 1 card Compassion - When this character leaves play, your opponent loses 1 honor Courage - When this character leaves play, you may remove 1 fate from any character Honor - When this character enters play, honor it Duty - When this enters play, you may place 1 fate on it Righteousness - When this character enters play, draw 1 card An alternate to Righteousness might be to Dishonor another character.
  9. Luck will always be a factor in any card game. You might have a bunch of bad dynasty draws in a row, or duplicate draws of limited use cards from your conflict deck. Deckbuilding is about limiting those bad draws, but it can't fully eliminate it. A well designed deck will still have games lost due to bad draws, and that's an aspect of the game that has to be accepted. Unlike a lot of other games I've played, there are very few "swing" cards that in a vacuum, create an imbalance between the players. Most cards have an optimal time to use, based entirely on the game state, and that's where player skill comes into play. Not to mention other decision aspects that are not draw based, such as: when to attack, with what Ring and Type, against which province, and with who. Because of this, player skill during the game is going to be a greater factor in winning most games.
  10. I am, and shall always be, Dragon. However, I want to build two "good" (not tournament caliber) decks with my remaining cards. Neutrals have been the big sticking factor, with only 6 of each to be shared among the three. My interests lean to Lion, Scorpion, and Phoenix, but Crane and/or Crab would work as well . I have pretty much no desire to play Unicorn.
  11. By standard FFG logic, yes. I'm not certain why they're so against note taking, but they are.
  12. Unless in tournament or league play, you can use whatever role you wish. Most players are using the official roles (or at least, the official roles pre-worlds) voluntarily as deck testing and practice. If an opponent was playing an "improper" role, it really wouldn't matter to me. Tournaments and league play require the official roles, which is enforced by the organizer.
  13. I see nothing wrong with Backhanded Compliment. Like Levi, it has an opportunity cost: a card to save one of your provinces from my attack. Failure to take it into consideration is no different than Way of the Crab killing a clan champion... it's your own fault.
  14. I could see an enlightenment victory in a future cycle, but not anytime soon. It would probably be a set of cards that come into play as a reaction to you performing some activity that is related to the concept of each ring (not necessarily just winning the ring). The best part about this is by putting it in a cycle, it will eventually rotate out of tournament play (allowing them to add it back in later if it works well).
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