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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 10 October 2007 at 9:12pm | IP Logged
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I have it as a 1-of, I fail to see how it's too huge of an investment. If it buys me one turn, that's usually enough. Some players in my group run a full 8, which is annoying, but it doesn't matter as much if you have them out most of the game... but holding that one in your hand until you need it can be a good play.
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 11 October 2007 at 6:19am | IP Logged
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::--points back up a few posts--:: Scintillating is a game restricted card. This isn't a rule we made up, this came out of Galactic Fire Magazine. Unless you are running Dragon as you empire, you can only have ONE(1) D-1 Scintillating Dragoness in your deck.
Anyone else remember this restriction?
__________________ "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: 11 October 2007 at 7:06am | IP Logged
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I didn't play back then, but I'll bring this up at my next game. However, we pack enough ways to deal with stuff like that so it usually isn't an issue.
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Aramax Exalted
Joined: 14 July 2004 Location: United States Posts: 390
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Posted: 11 October 2007 at 12:36pm | IP Logged
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The old restriction on The D1 was a max of 4 per deck if you wernt running dragons as your main race,but thats a very old rule and I think it was dropped in the newest tournament rules
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Eaglepreacher IRC
Joined: 21 December 2003 Location: United States Posts: 573
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Posted: 11 October 2007 at 1:43pm | IP Logged
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I still think there are better ways of dealing with the broken mega draw decks rather than restricting the cards in a deck. I would think that restricting the number of cards drawn and played per turn to say 5 per turn or one card played ( eg if that one card allows 6 cards to be played or drawn) would be a far better balance.
Your rule of 8 cards 1-3 and 4 for the rest does nothing except make it better for Mr suitcase no matter how you want to word it. Proxy cards balance the game far more than raising the limits to 4. By allowing all players acces to all cards eliminates mr suitcase altogether.
Your idea of restricting ship cards to 3 for dreadnought 2 for battleships is almost nothing short of 3 strength 7 or 2 strength eight and it really isnt fair. Not all races dreads or bships are the same strength and would not allow allied races or the merc races(vek bollaar) to beef up a fully stocked race.
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Aramax Exalted
Joined: 14 July 2004 Location: United States Posts: 390
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Posted: 11 October 2007 at 3:18pm | IP Logged
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My group resticts all of the card drawing cards and I love it,and I AM
Mr Suitcase.It allows me the freedom to be able to make 100 decks,if
I followed the regular rules I could only make 8-10 decks.Plus it tales the a lot of luck out of games.It also allows new players to enter my group w/out me having to give them a lot of valuable cards.
A restricted list is LIBERATING.
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 11 October 2007 at 3:22pm | IP Logged
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Aramax wrote:
A restricted list is LIBERATING. |
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I think this is more or less how I feel about a restricted list.
Edited by RobPro on 11 October 2007 at 5:26pm
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Aramax Exalted
Joined: 14 July 2004 Location: United States Posts: 390
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Posted: 11 October 2007 at 5:04pm | IP Logged
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Oh and it removes the lack of creativity that involves EVERYONE having the same 30 or so cards in EVERY deck
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 11 October 2007 at 5:30pm | IP Logged
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Yeah, Ara, but I have played with your group before. I came in with Ryan last fall, after reviewing your restricted list, but I hardly call the way you all play balanced. At that time, I only had my deck, and a few extra cards. I was hardly in a position to offer much of a challenge to a group of players with decks tailored to a very restricted style of play.
The knee jerk restricted list that I showed to George initially was laughed at because it was viewed as too restrictive. But now, after reading everyone's reviews of the system we were using, I have decided that the only way to go is to restrict ALL Luck and Occurrence cards, like before. 1 of any and every card will definitely make for some interesting games. BUT, at the same time, we'll leave in the stocking limits of 8) 1-3 and 4) 4-9 for everything else.
I feel this will give the game the most balance, without making it a "I have more good luck cards then you" game.
__________________ "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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bignea Exalted
Joined: 17 May 2005 Location: United States Posts: 124
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Posted: 11 October 2007 at 7:35pm | IP Logged
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Our group tried this and was very interesting.
Use any size deck, no reserve. Ok draw 5 cards to start the game, any card can be played in the first round instead of just terrain.
On your turn you can either draw or play 5 cards any combination, draw 1 and play 4 or draw 4 and play 1 or what ever. cybermages give you 1 extra draw and 1 extra play.
So during your turn you can play a card and then draw a card and then play another if you like as long it comes to 5.
this can make the game faster at times especially when you do'nt get terrain or ships right away. We liked this version of play alot and at times we go back to the normal way just to keep the game fresh.
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 11 October 2007 at 7:47pm | IP Logged
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Wow! I really LIKE that system...
Back in the day, when I played MtG with my old group, we had a game effect called "Hardcase Wizard" Where you started with no hand! Poor Chuck always drew into a misdeal that way, but it was a novel effect that mixed things up a bit.
We may have to try that...
__________________ "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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Lobo IRC
Joined: 04 July 2007 Location: United States Posts: 533
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Posted: 12 October 2007 at 11:43am | IP Logged
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-Wow. This thread has gone waaaaay beyond initial post concerns. Not a bad thing, just sayin'.
Lots of interesting tidbits in these 8 pages, and to all those contributing i tip my pint to ya.
As for my conclusion, i'm just gonna keep playing as-is. I'm okay not being the guy with the most weapons in his arsenal. Just may add some luck cards to my deck to be able to get rid of some of his more annoying card plays to give me a turn or two to hopefully draw well.
Have a good weekend all.....Lobo
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 12 October 2007 at 2:19pm | IP Logged
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Check through the lists posted in my Vektrean thread... pretty much every useful Luck/Occurrence card is listed, if you need any ideas.
I have my deck at home, unfortunately, but I'll post how it is now when I get a chance. Roughly 225 cards.
Edited by RobPro on 12 October 2007 at 2:20pm
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Aramax Exalted
Joined: 14 July 2004 Location: United States Posts: 390
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Posted: 12 October 2007 at 2:39pm | IP Logged
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bignea wrote:
Our group tried this and was very interesting.
Use any size deck, no reserve. Ok draw 5 cards to start the game, any card can be played in the first round instead of just terrain.
On your turn you can either draw or play 5 cards any combination, draw 1 and play 4 or draw 4 and play 1 or what ever. cybermages give you 1 extra draw and 1 extra play.
So during your turn you can play a card and then draw a card and then play another if you like as long it comes to 5.
this can make the game faster at times especially when you do'nt get terrain or ships right away. We liked this version of play alot and at times we go back to the normal way just to keep the game fresh.
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Im definitly going to try this!
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 13 October 2007 at 4:05am | IP Logged
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::scratches his head about the 5/5 time knight:: So, what is the issue with this guy again? I know the 9/1 was the reaction killer, but what was the deal with the double nickel?
__________________ "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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bignea Exalted
Joined: 17 May 2005 Location: United States Posts: 124
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Posted: 13 October 2007 at 5:01am | IP Logged
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It would'nt be bad if was in your fleet only.
Edited by bignea on 13 October 2007 at 5:08am
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 13 October 2007 at 9:26am | IP Logged
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We've played him as only in your own fleet... but this guy's ability is just ridiculous.
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 13 October 2007 at 12:35pm | IP Logged
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Yes, I see.. He builds Frayed Time Spindle targets, among other things... I like him! ::quietly adds one to every deck he owns, firing the poor C-5 Captains...::
__________________ "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: 13 October 2007 at 11:23pm | IP Logged
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You kidding? Get him promoted & in reserve fleet... he is a house,
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bignea Exalted
Joined: 17 May 2005 Location: United States Posts: 124
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Posted: 13 October 2007 at 11:58pm | IP Logged
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Make a ruling, no nasty card combos or cards in the reserve.
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 14 October 2007 at 7:38am | IP Logged
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That would be the worst ruling ever. You can't limit what people do too much, or it's not fun.
However, this card should never have been printed.
"What's that? You played a ship from the future? All your crew from your trade world decide to show up there, and now it takes them with him when they go away."
Imagine doing that twice, and dumping more and more stuff on it. Or imagine time-trapping one of your stacks in reaction to an opponent ability, and then moving the trap to an enemy stack on your turn. This card is just retarded.
We found the errata "Only affects stacks in your fleet" makes him balanced.
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bignea Exalted
Joined: 17 May 2005 Location: United States Posts: 124
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Posted: 14 October 2007 at 8:41am | IP Logged
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We found the errata "Only affects stacks in your fleet" makes him balanced.
I would agree with that. But you seem to have a problem with powerfull cards and want them banned or what ever. I would think if these cards were in your fleet you would enjoy using them. Always remember that there's always cards out there to counter even a level 1 card can counter a 10.
Although there are cards out there we do'nt use because the game goes on for ever if we use them but i do like those cards.
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 14 October 2007 at 9:57am | IP Logged
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The problem is the ability is on a card that stays in play, and can be used everyturn... sometimes more than once. This ability would be fine if it was on, say, an L7 that was discarded after one use.
I'm just saying it's better to tone down a handful of cards than make a house rule that "no crazy combos" are allowed in reserve fleets.
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 15 October 2007 at 9:01am | IP Logged
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::--points back up a few posts--:: Scintillating is a game restricted card. This isn't a rule we made up, this came out of Galactic Fire Magazine. Unless you are running Dragon as you empire, you can only have ONE(1) D-1 Scintillating Dragoness in your deck.
Anyone else remember this restriction?
Yes, but as Aramax said, that restriction was lifted. Go ahead and hide behind your D1 guys, it will not do you any good.
I still think there are better ways of dealing with the broken mega draw decks rather than restricting the cards in a deck.
I concur. Fight fire with fire. And that doesn't mean if you can't beat them, join them. It means just plain beat them. Beat them mercilessly.
A restricted list is LIBERATING.
I don't think I agree with that.
Oh and it removes the lack of creativity that involves EVERYONE having the same 30 or so cards in EVERY deck
Although I would agree with this.
Make a ruling, no nasty card combos or cards in the reserve.
Why is that necessary? Your opponent puts a C5/5 and a promotion in his reserve, you put a Marine and a shuttle. (or an insanity or a dream state, or a Vacation World, etc)
Guys, yes, the C5/5 is one of the most powerful cards in the game, but he is a crew, and there are a million ways of dealing with crew.
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Tarquon Exalted
Joined: 02 January 2007 Posts: 197
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Posted: 15 October 2007 at 10:16am | IP Logged
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Well, If the game were still around perhaps this condition where the megadraw is the best strategy would have been addressed. (You may argue that this is not the best strategy, but as I said earlier, every serious master-level deck I encountered from 97 on was mad, I tell you!)
G5 Megadraw Sanity Hidden: When an opponent has taken a total of more than 7 cards from his deck in one player turn then that player must discard that many cards and every other player draw three. Exposed: When any player has taken a total of more than 5 cards from his deck
in one player turn then that player must discard that many cards and take that much HQ damage.
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 15 October 2007 at 12:09pm | IP Logged
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There were cards like the R/M 8 Temporal Conscience that seriously hurt mega-draw decks. And an 8 is an easy fit for a reserve fleet.
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 15 October 2007 at 3:15pm | IP Logged
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that is correct. Anyone that sits down with a 200+ card deck should be treated as if he/she were playing a Psy deck, they should be the first to go.
Yes, we would have continued to put out cards that hampered the master draw decks.
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Tarquon Exalted
Joined: 02 January 2007 Posts: 197
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Posted: 15 October 2007 at 3:25pm | IP Logged
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Barring new cards, I support the reworking of existing ones. Otherwise we're stuck.
BTW, if anyone has a card they want to try, please post it on this site for playtest. For example, try the G above and see what happens.
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 15 October 2007 at 3:30pm | IP Logged
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I don't like that card. You shouldn't be able to get direct HQ damage except through ships, with very few exceptions.
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Tarquon Exalted
Joined: 02 January 2007 Posts: 197
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Posted: 15 October 2007 at 3:36pm | IP Logged
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Ah, yes, it does hurt, but as it is an exposed rule, you shouldn't be surprised when it happens.
RobPro, you wouldn't happen to be playing a megadraw deck would you?
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