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ElSuave

Waning Hostilities - Neutral Event Card

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That card though. Probably the biggest game changing card that is available for any clan to use. Who wants to use it and why?
As a Phoenix player I tend to play very defensively early on until I can start building up my field with expensive units. This will also help Tsukune activate some desirable ring effects.

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Also a nice tempo play if you don't have the first player token and both of the players have 2 broken provinces.  Go all in on an attack knowing you can only lose one province and that you'll be starting the next turn to try with the first opportunity to try to take your opponents stronghold

Edited by Ishi Tonu

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This seems like a high ceiling card. Sure you can use it whenever to limit losses, but your opponent gets the same benefit. Great on the defense if protecting your stong hold or setting up a strong hold break next turn with the first player token. This also hurts harpoon/staging grounds combo characters a bit,but keeps them still good if first player.

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I like it so far.  It's not a card you just automatically play any chance you get, but it can potentially pay off big if you time it just right.  It may also be useful to just buy one or two characters, pass first, and then play this card knowing that I can defend a single province, or at most give up one province, and then go into the next turn with a large Fate advantage.

I expect there will be several times that the card just sits in your hand unused, but when used appropriately it could be a game-changer.

Edited by JJ48

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I dislike it. Feels too swingy. Essentially wipes some boards at the cost of losing a single province. Imagine dropbears just hard passing. You play normally, they play this and have a huge economy advantage. You don't play stuff, they dropbear for easy/efficient breaks.

In practice it will be tricky to get consistent mileage out of (hopefully) so it might be okay, but I can definitely see big swing potential. Also another card that chips away at fate investment (with Mono No Aware also incoming) makes me worry we'll devolve into fateless rushes where luck of the flop has too much impact.

I would have been happier if this was faction specific and high influence. Maybe even an Honour cost or something too. Still, can't be sure til it gets played with.

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55 minutes ago, ElSuave said:

Breakthrough won't work because Breakthrough says "immediately declare your second conflict for this phase."

Waning Hostilities restricts players to only have one opportunity to declare a conflict this phase.

Breakthrough could be interpreted as giving back your second conflict. Perhaps that ruling is unlikely, but the interpretation exists and needs to be addressed. That would certainly give people a reason to run Breakthrough. Otherwise, we can just resign Breakthrough to an early grave as it has already limited value and Waning pushes it down further.

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45 minutes ago, GKZhukov said:

I dislike it. Feels too swingy. Essentially wipes some boards at the cost of losing a single province. Imagine dropbears just hard passing. You play normally, they play this and have a huge economy advantage. You don't play stuff, they dropbear for easy/efficient breaks.

In practice it will be tricky to get consistent mileage out of (hopefully) so it might be okay, but I can definitely see big swing potential. Also another card that chips away at fate investment (with Mono No Aware also incoming) makes me worry we'll devolve into fateless rushes where luck of the flop has too much impact.

I would have been happier if this was faction specific and high influence. Maybe even an Honour cost or something too. Still, can't be sure til it gets played with.

In theory, a card that simply blanks or passes a whole turn would favor decks that *do* invest in characters. The idea of putting extra fate on your characters is that you have a weaker turn *this* turn to have a stronger one next turn. So, if you're looking to have a weak turn now to invest for next turn, this card limits the damage you have during your vulnerable period, while a deck that's rushed out multiple characters with few fate gets only one chance to break a province before their advantage disappears.

I was unsure about how I would use this card, if at all, but I'm very interested in trying it out now that you've pointed out this disparity.

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I see myself mainly using it as Scorpion to fend off opponents on those rounds when they have a clear character advantage, or as a stalling method to get rid of some fate on a few characters while buying me another chance to pull something I need.

It will definitely be going in my deck though.

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Thanks for posting this thread! ?

Secondly, this card has made my week. This card alone (actually include Censure as well) will make it possible to design decks that can either be high-Fate character heavy (allowing you to save Fate for higher costed Events and characters) by playing this card and having its effect go off, or low-Fate character heavy (allowing for a more Event/Attachment focus of a deck) by being able to 'reserve' a good chunk of Fate which can be used in a later round for a series of multiple punches carried through via multiple characters, ... which can hamper your opponent's play in the early rounds, and still present a threat in later rounds if you are running into a series of bad/un-favorable Dynasty cards.

Just the mere existence of this card changes the game. Let's not even start talking about Event removal cards such as Censure.  :P

Love this card. Good job FFG. ?

Edited by LordBlunt

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I agree with what many posters have said.  This card is a game changer and can go a long way in helping the UNICORN CLAN out.  Couple this with CAPTIVE AUDIENCE and they can bring their military might to bear much more reliably.  It will also allow FALLEN IN BATTLE to be more reliably played for military clans.  Consider CAPTIVE AUDIENCE, FALLEN IN BATTLE,SHINJO ALTANSARNAI,  and unicorns inherent maneuverability and you have a much stronger removal tech.

CRAB seems to be doing quite well, and this card should actually play to their strengths too - which is a bit scary.  See above but add WAY OF THE CRAB into the mix.

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2 hours ago, AradonTemplar said:

In theory, a card that simply blanks or passes a whole turn would favor decks that *do* invest in characters. The idea of putting extra fate on your characters is that you have a weaker turn *this* turn to have a stronger one next turn. So, if you're looking to have a weak turn now to invest for next turn, this card limits the damage you have during your vulnerable period, while a deck that's rushed out multiple characters with few fate gets only one chance to break a province before their advantage disappears.

I was unsure about how I would use this card, if at all, but I'm very interested in trying it out now that you've pointed out this disparity.

I didn't unpack/explain it fully, apologies - I figured there's so many combinations I got a bit lazy. But yes it would of course also swing when your opponent goes wide and fateless and you go tall and fated.

In terms of my original point, I was more thinking where your opponent say, already has a decent board, maybe even has a champion who just lost their last fate and then plays a medium guy with a fate. Now you pass. Yes the new fated character is going to get to stay around and not get hurt by it as much, but if he's made zero difference to this turn, he's still pretty inefficient for your opponent. You're sitting on a fate bank otoh. If you're first player and have something on the board that can push through a Void conflict, this becomes even nastier.

 

With the new possibility of "what happens if my opponent plays this", potentially skewing the efficiency of fate investment a fair bit, it  generally makes the decision (of fate investment) even more complicated than before, and riskier, with there not necessarily being a correct answer as you don't know if your opponent has it or not. It's hard to say exactly what happens to player behaviour as a result.

Edited by GKZhukov

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8 minutes ago, GKZhukov said:

 

With the new possibility of "what happens if my opponent plays this", potentially skewing the efficiency of fate investment a fair bit, it  generally makes the decision (of fate investment) even more complicated than before, and riskier, with there not necessarily being a correct answer as you don't know if your opponent has it or not. It's hard to say exactly what happens to player behaviour as a result.

And further, one may signal their intentions to play this card with their own dynasty phase behavior.

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6 minutes ago, Iuchi Toshimo said:

And further, one may signal their intentions to play this card with their own dynasty phase behavior.

This is where dropbears can make a lot of use out of it, as they can use it or drop characters, depending on what the opponent did, without telegraphing it either way.

Edited by GKZhukov

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Something that has happened more times than I'd like to admit (while playing Unicorn) : turns where nothing (little) in my provinces is worth buying, so I pass, eat a bad turn, and bank a ton of fate. I come back with Altansarnai, Moto Horde, and Cav Reserves like a beast. This card certainly lessens the impact of that bad turn and might make skipping dynasty phases more common.

Looking at you, Kachiko.

Edited by Iuchi Toshimo

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9 minutes ago, Iuchi Toshimo said:

Something that has happened more times than I'd like to admit (while playing Unicorn) : turns where nothing (little) in my provinces is worth buying, so I pass, eat a bad turn, and bank a ton of fate. I come back with Altansarnai, Moto Horde, and Cav Reserves like a beast. This card certainly lessens the impact of that bad turn and might make skipping dynasty phases more common.

Looking at you, Kachiko.

I hard passed turn 1 with Unicorn once. And I Utaku Infantry with 1 Fate followed by Pass on Turn 1 once also. Won both those games, but was not pretty either time, though did have the benefit of confounding my opponents!

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I like this card a lot for my Phoenix deck.   We can potentially trigger 3 rings effects in just one conflict. Pair this with Display of Power and I’d just lost a province and 1 honor to trigger 4 rings and having board advantage/banked Fate for next turn.

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The control player in me is happy about this. Huge for Scorpion.

I also think it's a very interesting piece of design that a)this card exists at all, especially early on in the game and b)this card exists alongside tech designed specifically to react to two declared conflicts(Curry Favour and Meddling Mediator).

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