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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 10 October 2007 at 9:13am | IP Logged
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True, there are countless online games for whatever your tastes are.
CCG's are a niche market. The big problem is finding if you have players in that Niche.
I had suggested to Geo that we run a full page ad in Mags like Scrye and Dragon to see if there was any interest in GE or a game similar. Call it Market research. Use a website to track hits and interest, by giving users distinctive log ins, tracked by their IP address, so one very enthusiastic person doesn't spam post his/her support for the project, thus muddying the research.
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 10 October 2007 at 9:20am | IP Logged
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RobPro wrote:
The whole Temp Engineer/Discard E/ Acc TimeLine
This combo doesn't work, I believe.
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ROTFLMFAO!!! Rob... Seriously buddy... Just read the cards.
Ok Lucy, let me 'splain... Here is how a duel would look from my side: 225 card Vektrean Command/Draw deck, as already displayed. Reserve Fleet is a C-6 Cyber Mage and an A-6 Promotion
Turn 1: Drop a terrain, fetch Cyber Mage. Turn 2: Drop a T/B/S, drop Cyber mage, fetch Promotion. Turn 3: Drop Accelerated Time Line. Now I don't have a card play limit. Play Discard E on the Acc TL. Draw 9 cards from the bottom. More likely then not, I'll get a Temp Engineer and/or an Alliance Treaty. Drop the A-Treaty, to draw 5 more cards, plus whatever else I have (Like Scepter of Time or Alien Artifact.) Drop T-Engineer onto my Ship or base, drawing 2 cards. Now, as a card play, I move him to the bottom of my discard pile, returning the Discard E to my hand. Oh look, an Alliance treay on top of my Discard pile. Let's play Discard E again, drawing 9 more cards. Oooo! Lookie, I got my Distress Beacon! Let's go get back mister Engineer....
Need I go on? Bottom line, if this happens on Turn 3, YOU LOSE. Period.
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 10 October 2007 at 9:21am | IP Logged
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If you are truly interested in that, let me know. I know a LOT of people, and can make it a little easier for you.
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 10 October 2007 at 9:36am | IP Logged
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Cool, Thanks for that Geko. As soon as we hammer out finances, I'll let you know.
Also, Geo should have his own forum account up and running in a day or so. This way people can get cards and such from him directly.
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 10 October 2007 at 9:44am | IP Logged
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If you read the rules on the site, it says things like swapping in the reserve fleet, the temporal engineer's swap, and similar effects still take regular card plays, you don't get infinite.
Not saying you couldn't do a very large amount of drawing that way... but if nobody puts a luck demon in their reserve fleet, or packs any of the 20+ cards that could disable/slow it down, then they deserve to lose.
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 10 October 2007 at 10:16am | IP Logged
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Against decks of this caliber, Luck Demons are meaningless. The B-7 Science Academy and it's bigger brother, the B-10, make Luck Demons cute, but totally ineffective.
With the amount of custom Terrain in a deck like this, simply researching away a Luck Demon is a simple affair.
But hey, if you think you have a counter to a deck like this, you are more then welcome to post it here, and I'll have Geo build it for playtesting.
And I know about the swaps taking card plays. With a Promoted Cyber Mage however, card plays are hardly an issue.
Edited by werewolflht65 on 10 October 2007 at 10:17am
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 10 October 2007 at 10:38am | IP Logged
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so, you draw a Accelerated Timeline in your opening hand a lot do you?
I thought you restricted it to having only one card in your deck?
And having a Discard Equivalency at the same time?
Wow, talk about best possible scenario.
But, I have to agree with RobPro on this one. There are a lot of cards that would be able to stop this trick.
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 10 October 2007 at 11:01am | IP Logged
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What I am refering to is deck based on ORIGINAL GE rules.
The reason for our stocking limit of 4 from str-4 to 9 is to allow variety. Mr Suitcase always wins, not just in GE, but also in Magic and virtually everyother CCG.
All CCG's favor Mr Suitcase. It's just the way of the games.
If by our stocking rules, you want to have 4 Vac Effects and 4 twists, then by all means, stock them. If you'd like alittle more variety, then stock whatever suits you or your deck. Personally, I see peoples decks revolving around certain themes now, instead of the WooHoo luck cards from before. As soon as my case arrives from Dayton, I'll have alot more Time gates cards and a better base of Universe then I do currently to build decks from. 4 Booster boxes of Time Gates and 3 of Universe should do me nicely for alittle while.
Not counting buying out Vince this weekend.
We will see...
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 10 October 2007 at 11:44am | IP Logged
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in the original rules you were only allowed 2 in your deck. Maybe if you put them in your reserve fleet you would see them in your opening hand.
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 10 October 2007 at 11:46am | IP Logged
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That is true, but hardly worth it. You'd need a high end deck to make the swap, or a lucky top decking of a Reserve Callup
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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Galaktische IRC
Joined: 27 June 2007 Posts: 354
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Posted: 10 October 2007 at 11:47am | IP Logged
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Gekonauak wrote:
I gate in my small ships on his turn so that they don't take command points.
They still need command slots. They just don't consume card plays.
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You're right, this was a typo on my part.
J--
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 10 October 2007 at 11:49am | IP Logged
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That is true, but hardly worth it. You'd need a high end deck to make the swap, or a lucky top decking of a Reserve Callup
which just proves the point. if you get that all to happen then you got very lucky.
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Galaktische IRC
Joined: 27 June 2007 Posts: 354
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Posted: 10 October 2007 at 11:57am | IP Logged
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Just an FYI, I'm interested in seeing the game revived.
Just tell me where to send my money!
:)
J--
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 10 October 2007 at 12:00pm | IP Logged
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Lucky or no, even if it happens around the mid point of a game, it is still lethal. Having it happen on Turn 3 is just gravy.
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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Tarquon Exalted
Joined: 02 January 2007 Posts: 197
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Posted: 10 October 2007 at 12:18pm | IP Logged
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I agree with the wolfman. In the final days, I saw nearly all master-level GE decks (d)evolve into megadraw madness. Especially in duels, all other strategies were eclipsed. Whoever pulled it off first won. Yes, it usually started in turn 3 and ended shortly after a spy planet hit the table.
BTW, sometime back in these forums it was generally agreed that a promoted (or spiritually lead) cybermage gives nothing more than a normal (unpromoted, spiritless) cybermage - due to some tight interpretation of the C's rules.
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 10 October 2007 at 12:23pm | IP Logged
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that is correct actually. The cybermage function is tied to the fact that he is the strongest cybermage in play.
Yes, in the very last days of the game it degenerated into that. but before then, there was a golden age...
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 10 October 2007 at 1:06pm | IP Logged
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Duels are different than multiplayer games, though. I usually play 4-5 player games, and it's significantly more difficult to pull off a mega-draw.
If I were to build a dueling deck, I probably wouldn't run more than 100 cards. But as it is, I have to build with the idea I'm going to be in the game until turn 6-7, and I need to have the resources to defend myself from 3-4 fronts, and then move in when I can.
In GE moreso than other games I've seen, deckstocking for the number of players in a game matters a lot. Having 5 cards in your reserve fleet allows for many more diverse strategies than 2.
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 10 October 2007 at 1:50pm | IP Logged
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yeah, in a multi-player game you try to pull off any sort of mega-draw, and everyone at the table will make sure you are eliminated first. doesn't matter if you actually succeed in pulling it off or not.
In GE moreso than other games I've seen, deckstocking for the number of players in a game matters a lot.
That is because GE is the only CCG I know that is a good multi-player game.
The reserve fleet is neat, but how often do you use it after the first couple of rounds?
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Eaglepreacher IRC
Joined: 21 December 2003 Location: United States Posts: 573
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Posted: 10 October 2007 at 2:04pm | IP Logged
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Early in one game I played, one of my opponents drew 50 cards on turn 3or4. I dont know the cards, but I made him lose all of them into the discard except for 8, then slapped those into the discard pile and draw a new eight cards.
Also for the Jxar gating...i thought strength 1 ship/base/dragon consumed no slot... strenght 2 1/2 slot and 3 on up 1 slot..
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 10 October 2007 at 2:23pm | IP Logged
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yes, but is anyone really playing with strength one bases or ships?
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 10 October 2007 at 4:17pm | IP Logged
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Most people I know stock a few copies of a certain D1... they do help with stalling.
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Galaktische IRC
Joined: 27 June 2007 Posts: 354
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Posted: 10 October 2007 at 4:23pm | IP Logged
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Are dragons a minor or major empire?
J--
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 10 October 2007 at 5:02pm | IP Logged
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Minor.
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 10 October 2007 at 6:21pm | IP Logged
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Yes, a quantum occ is a good thing to have in the reserve fleet when facing a mega draw deck.
They did restrict the D-1 in later versions of the game, via the Magazine, unless Dragon was you main empire. Then you could have 8.
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 10 October 2007 at 6:28pm | IP Logged
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Temporal Conscience helps against mega-draws, too. The Luck Demon and the Conscience are usually in 2-3 players reserve fleets.
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 10 October 2007 at 7:23pm | IP Logged
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But relying solely on Monsters just to shut down a draw deck is not a good way to deal. You find yourself in a totally defensive mode, tailoring your deck to beating a certain type of theme.
Just run QC's and build your deck to win in whatever way works for you.
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 10 October 2007 at 7:31pm | IP Logged
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There are benefits to having monsters, I use them for card damage instead of hazards. Ship Collectors will eat Scintillating Dragonesses.
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 10 October 2007 at 7:49pm | IP Logged
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Well, I see one problem: You rely way too heavily on that D-1 to buy you time. Re tool your deck away from that Dragon. I never used it, even in a Dragon deck.
Add some luck or maybe adding in some T/B-5 bases (which are commons) with Tactical Officers.
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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Tarquon Exalted
Joined: 02 January 2007 Posts: 197
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Posted: 10 October 2007 at 8:13pm | IP Logged
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And there's always the H6 subspace compression (damage to a player with
more than 12 cards in their hand) promo - even the players knew there was
a problem.
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 10 October 2007 at 8:28pm | IP Logged
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Exactly. Cessation cards really hurt a MegaDraw deck too. And Time gates is still available on eBay. $10 a booster box. Want some?
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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