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TinyGrimes

AMA about SW Destiny - 30+ Games Played, 10 Videos Made

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How critical are the few starter set only rare cards that you only get a single copy of across both starters?

 

Would like to know this myself - is it worth buying 2 of each starter set? 

 

Buy one of each and then decide for yourself.  There are many cards in the Starters that can also be gained through boosters. (another sore subject...)

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How critical are the few starter set only rare cards that you only get a single copy of across both starters?

 

Mind Probe is fantastic and a must if you're planning on running a holocron deck.

 

Force Throw is also solid IMO it's special is fantastic. 

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How critical are the few starter set only rare cards that you only get a single copy of across both starters?

 

Would like to know this myself - is it worth buying 2 of each starter set? 

 

 

There is a total of three cards you will be missing if you only get one of each.  Price per value, it is not worth it.  However, to have the full set, you will require these cards.  The cards are Finn, Force Throw and Mind Probe(if I remember correctly).  I will be getting them, just because I want a full play set.

You can read more about this in a thread I started about the rares found in the starter packs:  https://community.fantasyflightgames.com/topic/232161-discussion-rare-cards-in-starter-packs-and-boosters-aka-the-worst/

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Do you think this game will be kid friendly? AKA can you play this 8 to 13 year olds?

 

I think it will be very accessible to that age group. My daughter is a smart 8, and she should have no problems. What's great is that decks can be made that are incredibly simple to incredibly complex. This works great for both kids and casual players. Here are some aggressive characters and cards. Go roll big damage and win!

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How critical are the few starter set only rare cards that you only get a single copy of across both starters?

 

Of the rares  I would say Force Throw and Mind Probe are really good and are one ofs. However, they are also really expensive. So I'm not sure if decks will want 2 of each. Right now they do because so few cards are spoiled, but that might change. The big one would be Finn. You might want 2 dice on him.

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How critical are the few starter set only rare cards that you only get a single copy of across both starters?

 

Would like to know this myself - is it worth buying 2 of each starter set? 

 

 

I would say start with 1 of each and some packs. If you decide you have to have one of the cards then you can either trade or buy another starter. I'm going to end up with 2 of each starter, but that is only due to the launch events. I preordered one set, and I'm going to get another at the events.

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Weighing in on game times: I've played/taught a fair number of games at a couple of cons and games lasted about 45-60 minutes if they were able to finish the demo. That is obviously on the long side because the players were first-timers. Any time people came through for a second game it definitely went faster, but I would still say you're looking at 30-45 minutes. Best case scenario if both players are experienced I could see it maybe getting closer to 20 minute, but probably not much faster than that.

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Do you think this game will be kid friendly? AKA can you play this 8 to 13 year olds?

 

I definitely think it will be. I play dicemasters with my 12 year old brother and he has constructed many teams with abilities that comboed off of eachother and beaten me many times even when playing my hardest. Picking this up shouldn't be too much more difficult. It really helps that the decks are only 30 cards too and the cards you put in your deck are restricted to the color characters you field.

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How important is it to get the initiative first turn in your opinion/experience? Is it worth considering how high /  how many numbers are on your dice for the roll off? Because the characters seem to be pretty different in their chance of rolling the initiative. Do the pointcosts take this into consideration, I wonder?

Edited by Gerion

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How important is it to get the initiative first turn in your opinion/experience? Is it worth considering how high /  how many numbers are on your dice for the roll off? Because the characters seem to be pretty different in their chance of rolling the initiative. Do the pointcosts take this into consideration, I wonder?

The early thought is the shields are worth more than initiative.  More playtime and new cards may change this.  Also, individual play style will effect this as well.

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How important is it to get the initiative first turn in your opinion/experience? Is it worth considering how high /  how many numbers are on your dice for the roll off? Because the characters seem to be pretty different in their chance of rolling the initiative. Do the pointcosts take this into consideration, I wonder?

The early thought is the shields are worth more than initiative.  More playtime and new cards may change this.  Also, individual play style will effect this as well.

 

It really just depends on what battlefield whoever wins the dice roll wants to select. Usually you can construct your deck to synergize with the battlefield you bring so most of the time I imagine you would want yours to be selected. But if your opponent has one they got in a booster you haven't seen yet it might be a better ability.

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How important is it to get the initiative first turn in your opinion/experience? Is it worth considering how high /  how many numbers are on your dice for the roll off? Because the characters seem to be pretty different in their chance of rolling the initiative. Do the pointcosts take this into consideration, I wonder?

 

This is going to be a deck specific question. Are you running a deck that really needs to have one character live? If so, you probably want to win to claim those early shields. Are you running a Poe/Finn deck that desperately wants to keep getting back the AT-ST. Then you probably want to win so that you can choose your battlefield. As more cards get spoiled, I think more decks will be built around having their battlefield in play. So the bottom line is that winning that initial roll can be very useful now, and may be critical for some decks.

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The rule that takes most the longest to fully get is overwriting upgrades and only paying the difference. This is huge. You can play a 2 cost upgrade turn 1, and then pay 2 next turn for use for force next turn overwriting the old upgrade. Other crazy tricks are things like overwriting cards with comlink for rerolls. Then overwriting comlink with something and getting it back with the Graveyard battlefield. 

 

 

I have a feeling that this is how a lot of players will try to get expensive cards like the AT-ST into the game.

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AT-ST is a support so that will not work for that one. But for expensive upgrades you are correct!

 

Ah, thanks. Guess I didn't consider that. If you could do that, then we'd probably see an overabundance off these devastating cards.

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