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About bravosquid

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  1. But that's not relevant to game play at all, so it wouldn't really matter.
  2. A tournament where you bring a complete deck you're tired of playing, trade it in for a random deck someone else brought, and then play with your new deck. In theory you could also have meetups like this with no tournament. Just collect all the decks and then give them back out randomly, like Pokemon's Wonder Trade. These seem like great ways to get more mileage out of decks and saving everyone some $$.
  3. Looking for feedback on how much money players expect to spend on this game. Will you get the Starter Set (or split one with a friend?). How many decks will you buy blind or will you try to shop by decklist on the secondary market? Personally I'll either skip the starter set or split one with a friend if they really want to get one. Either way, I expect to start with just 1 blind deck and play that for a while, possibly trying out friend's decks as well. If the game is fun and I feel like I'll get more play value out of the game, I'll likely continue to pick up 1 deck at a time maybe every month or so. I don't have any intention of buying specific decks or a ton of decks hoping to get a more powerful one, I'll just stick with the 'chain' mechanic for balancing. So, $10 or $20 to start, and then maybe $10 every 6 weeks or so if I play the game enough for it to feel worth it.
  4. Just looking at the math for adding a new house and I'm not sure it'd be great for the game. There's currently 35 house combinations for the 7 houses and adding just a single house creates 21 more combinations. Each house after that adds more and more, to a point where it's just not feasible really quickly. I'm thinking new sets will keep the same 7 factions but simply add new cards for each faction. It almost seems like each new set would have to be a new pool of roughly 350 cards, possibly with reprints from previous sets, possibly all new cards. Using reprints saves them on design time and helps keep decks balanced between sets. It's also possible they just keep adding new cards with each set, and keep all old cards in the card pool as well, and then guarantee you'll get some # of the new cards? Or maybe not guarantee and just let the chips fall where they may? There's a lot of options and none so far have really satisfying answers. One of the burning questions is: How do they incentivize players to buy the new decks with the new set? How many new cards do they need to make and how many need to be in each deck for players to get excited? What's better or different about these new cards?
  5. Your identity card apparently comes with your decklist on it. In theory you could just replace the card with one from another deck and use opaque sleeves and the deck would be functionally the same. Not sure if Organized Play would allow this, but it should work in casual settings just fine.
  6. The algorithms for deck composition might be able to be reverse engineered, once there's enough data.
  7. The article says this is the first set. How will future sets work? Will decks from the second set be totally self-contained, but still play well with the first set, without giving in to power creep? Or will cards from the first set be mixed in somehow? This is something I'd like a bit more detail on before I buy in.
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