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Kakita Shijin

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Dueling uses Honor dial:

Dueling involves a challenge between two characters based on those character's stats (military or political). Each player will make a bid on their honor dial to add to their participant's stat. This works just like the bid in the draw phase: the higher bidder gives honor equal to the difference to the lower bidder. The character with the higher total stat at the end wins, with consequences determined by the card that started the duel. -ED

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On Personalities and uniqueness:

Each Clan has a mix of both non-unique and unique, named characters. Unique characters tend to have more specialized, and/or Clan-defining abilities while non-unique characters provide the foundation upon which to build consistent decks.

Investing fate into higher-cost characters tends to provide more of a return over the course of a game. Also, lower-costed characters can be more vulnerable to certain card removal effects. -ED and NF

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On how it is better/different than other games, and how they plan to take care of the meta:

The most interesting part of this game for me is how it embraces ephemeral states as opposed to most other CCGs. In this game, cards are always flowing in and out of the game, meaning that the available strategies and paths to victory are always changing and flowing. It is so much more about how a player uses what they have and taking advantage of the moment rather than building an unassailable board state. -BA

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7 minutes ago, Shikaku said:

Cavalry has changed:

Cavalry is a trait that other cards can play off of and has no rules of its own. I would note that it is a pretty positive trait that gives lots of flexibility to the Unicorn Clan. -BA

Well, given the new conflict mechanic it couldn't work the same way as it did before...

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On the reason behind the reboot, and plans for the RPG:

The characters from the beginning of the AEG storyline are among the most beloved and iconic in the setting. Rebooting the setting allows us to make the world more approachable for new players, while also appealing to our existing fans with a fresh but familiar take on their favorite characters. By returning to His Imperial Majesty Hantei XXXVIII's reign, we also get to pit the clans against one another while escalating the threat of outside forces. However, the story may not take the same twists and turns that the old storyline did. ~ Katrina

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On how conflict deck characters differ mechanically from dynasty characters:

Characters that live in the conflict deck are able to played into conflicts, providing a surprise character that your opponent was not expecting. -BA

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On which mechanical elements they wanted to preserve from the original game:

We were very much trying to preserve the heart of the game's experience. The basic layout of the table, the interaction of attacking the opponent's provinces, multiple paths to victory, a sense that how you play the game (honor & dishonor) is just as important as to whether or not you are victorious in any given conflict, and a setting that combine military battle, court intrigue, and magic, were all integral to the game's vision. Additionally, building a game that was interactive and shared with the fans was identified as one of the defining elements of the L5R experience, and we have some exciting new features planned there... ;) -NF

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On the size of the core set and number of factions:

The core set has about 250 cards (don't recall the exact number). Starter decks for all 7 Clans included in the core set will be playable right out the gate. -NF

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Many questions all at once:

  1. What happened to Doji Hoturi?

  2. At what point does the story diverge from the original canon, or is everything from the old setting Star Wars-ed?

  3. How can I plunge Rokugan into One Thousand Years of Darkness?

  4. How much lobbying can you tolerate before introducing the Kolat?

  5. What will you do if every Phoenix tournament victory is by a player determined to drench that clan in Maho?

  6. Who do I bribe for some Harriers?

  7. If a group of pirates threatens to side with the Shadowlands, will they be properly executed as traitors on the spot?

  1. Doji Hotaru is the Crane Clan Champion, and she is the eldest child of Doji Satsume.

  2. We will re-introduce elements from the original canon as they become relevant in the new story.

  3. Perhaps if you call out to the spirits with an offering of blood, the answers will be revealed... There are undoubtedly forces in the Emerald Empire who are working in the name of the Dark Kami, but finding them will be difficult.

  4. The Kolat work best when they can work in obscurity.

  5. Surely the samurai in the Phoenix Clan would root out any shugenja who fell to the dark promises of maho.

  6. Harriers? I don't know what you're talking about. ;)

Edited by Shikaku

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On the Fate Mechanic and wide control effects potentially being too strong to deal with:

The fate mechanic was one of the first elements that was designed and is the philosophical heart of the game. It has been taken into consideration on all levels of the game, so I wouldn't be too worried about those 3-4 cost characters as they tend to be fairly robust. Though there are ways to get them into trouble of course. -BA

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Love what you are doing there Shikaku. I will point out, on that last one, the one with many questions, there was a 7th question about pirates working with the shadowlands that got ignored. Which is interesting, in that it indicates that they seem to be actively ignoring mantis/spider questions. Not an accusation, just an observation.

Edited by fyrm

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Just now, fyrm said:

Love what you are doing there Shikaku. I will point out, on that last one, the one with many questions, there was a 7th question about pirates working with the shadowlands that got ignored. Which is interesting, in that it indicates that they seem to be actively ignoring mantis/spider questions. Not an accusation, just an observation.

You are correct, they did not answer that question. I also missed that it was Katrina who answered it...

 

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More on the Fate Mechanic:

This is one of the central strategic aspects of playing the game. Investing a fate on an expensive character offers far more return than investing that same fate on a cheap character, and each additional fate can leverage the impact of that character. Balancing this against the risks you mentioned lies at the heart of the game. We also took some of these concerns into account at the ability design level. For example, some effects that can only target characters with no fate on them (so that fate can in some contexts be used to protect characters), and also some effects that can only target less expensive characters.

There are some things about the "influence" mechanic that will be revealed in the days ahead, but the whole story is not yet known. Faction identity is an important aspect of this setting, and there are aspects to the mixing system that will maintain each clan's core identity. -NF

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Another multiple Questions:

  1. In each deck, what is the max/min number of cards total?
  2. How many of each card can you have in a deck?
  3. Are there any types of cards we have not seen yet and what are they?

 

  1. Each deck has 40 minimum and 45 maximum cards.
  2. Up to 3 copies of a card can be included in your decks.
  3. Yes. Its a suprise! Keep looking for those preview articles! -BA

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On expansion model and plans, will they be story or clan related:

Deluxe expansions are designed to be evergreen products. In the same way that the core set is a static point of entry for new customers, the stories in the big boxes will also be relevant for years to come. ~ Katrina

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