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Eaglepreacher
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Posted: 31 October 2007 at 2:45am | IP Logged Quote Eaglepreacher

Verc, your engaging ship when played just ensured that the last player is dead on turn two rather than last longer.  Under original rules every player could have a ship out before anyone fires, eg played trun 2 engaged turn 3 and first destroying the ship then the other players can take out the HQ.  Under your enagaing rule, On turn 2 I can play a ship and fire directly at the HQ as can the 2nd and 3rd guy.  With enuff firepower we can now take out the last two instead of one.

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MogwaiSC
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Posted: 31 October 2007 at 2:57am | IP Logged Quote MogwaiSC

Okay,

I'm going to chime back in here. I think the whole attrition aspect of GE
is probably the weakest point of the game. It's really what inspires
multi-draw madness. As it's been pointed out already, without R cards
in a multiplayer game, you're pretty much a sitting duck, particularly if
you're last.

I have talked with the two other primary members of my group, the
fourth doesn't play that often, so I haven't spoken to him, but the other
three of us have decided to test Eric's suggestion of being able to return
fire if you engaged your ship on your turn and didn't fire it.

We're going to play it so that an engaged ship that didn't fire on the
owner's turn can fire in defense once per complete turn. Ships with
built-in multipurpose phasers will be able to fire once offensively and
once defensively per complete turn. Defensive fire can only be done at
units firing at your unit.

We're planning on getting together next week on Friday the 8th to
play. We'll also have a friend of ours from Los Angeles who plays
coming up to participate.

Any comments on this?

I'll let you guys know how it goes.

Edited by MogwaiSC on 31 October 2007 at 2:59am
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Vercinorix
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Posted: 31 October 2007 at 3:58am | IP Logged Quote Vercinorix

Eaglepreacher wrote:

Verc, your engaging ship when played just ensured that the last player is dead on turn two rather than last longer.  Under original rules every player could have a ship out before anyone fires, eg played trun 2 engaged turn 3 and first destroying the ship then the other players can take out the HQ.  Under your enagaing rule, On turn 2 I can play a ship and fire directly at the HQ as can the 2nd and 3rd guy.  With enuff firepower we can now take out the last two instead of one.

Eagle, please note that I said that Harry suggested as part of the turn 2 restrictions that you couldn't play a unit in the engaged position. This gives everyone a chance to get a blocker out.

I am also aware that it effectively only postpones the start of the killing till turn 3, when it would be possible for everyone to play 3 ships in the engaged position.

It also gives an advantage to phaserboat races, because they are the ones that could get most use out of the played engaged.

I should not have used the predicament of the tail end charlie players as a reason for doing this, because it doesn't really help them to survive the first 3 turns. What it does do is make MDM decks much less useful because it is almost always better to play a ship rather than anything else. Burning card plays to get more draws just leaves you with less defenders.



Edited by Vercinorix on 31 October 2007 at 4:15am
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Vercinorix
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Posted: 31 October 2007 at 4:24am | IP Logged Quote Vercinorix

MogwaiSC wrote:
Okay,

I'm going to chime back in here. I think the whole attrition aspect of GE
is probably the weakest point of the game. It's really what inspires
multi-draw madness. As it's been pointed out already, without R cards
in a multiplayer game, you're pretty much a sitting duck, particularly if
you're last.

I have talked with the two other primary members of my group, the
fourth doesn't play that often, so I haven't spoken to him, but the other
three of us have decided to test Eric's suggestion of being able to return
fire if you engaged your ship on your turn and didn't fire it.

We're going to play it so that an engaged ship that didn't fire on the
owner's turn can fire in defense once per complete turn. Ships with
built-in multipurpose phasers will be able to fire once offensively and
once defensively per complete turn. Defensive fire can only be done at
units firing at your unit.

We're planning on getting together next week on Friday the 8th to
play. We'll also have a friend of ours from Los Angeles who plays
coming up to participate.

Any comments on this?

I'll let you guys know how it goes.

Just so I'm clear on this, 'firing defensively' means the defender gets reaction fire that is applied first?

If that is the case, the logic will be to kill ships that are disengaged before they can engage. It will tend to favor player 1 who has the chance to determine where fire is going to go (not that this is really all that different from the situation as it stands right now.) This isn't a criticism, just an observation.

I'm curious as to how it would actually play out.



Edited by Vercinorix on 31 October 2007 at 4:39am
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werewolflht65
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Posted: 31 October 2007 at 7:32am | IP Logged Quote werewolflht65

The whole concept of the "Second Turn Kill" isn't new in GE. Why else would Andy be trying to ban Cat Rep?

In the Played Engaged environment, dropping a Garshain BB with a cat-rep on it on turn 2 would generally remove one person, if not two.

Hell, you could play these cards, and blow the last player out in two turns, and it goes something like this:

80 Card Speed Death deck

Terrain: 22 Cards

1) R/T/B-1/9 Vektrean Asteroid Outhouse
1) R/T-2 Asteroid Shield
1) T-3 Vacation Planet
4) T-4 Reactionary World
4) T/B-5 Vektrean Asteroid Base
3) T/B-6 Vektrean Asteroid Station
3) T/B-7 Vektrean Asteroid carrier
2) T-8 Nuemannia
2) T/B-9 Vektrean Asteroid Starbase
1) T/B-10 Vektrean Asteroid Flagstar

Occurrences: 16 Cards

4) R/O-1 Time Skip
1) R/O-2 Dream State
1) R/O-3 Crinkled Time Line
1) R/O-4 Repair Delivery
1) R/O-5 Tactical Retreat
1) R/O-6 Time Jump
3) O-7 We have special plans...
2) R/O-8 Cessation of Fire
2) O-9 Catastrophic Repetition
1) O-10 Time Portal

Hazards 5 Cards

5) H-1 Time Warp

Luck 8 Cards

1) R/L-1 Lucky Crew Action
1) R/L-2 Phaser Malfunction
1) R/L-3 Unlucky Targeting
1) R/L-4 Miscommunication
1) R/L-5 Defensive Override
3) L-6 Artifact- Scepter of Time

Equipment 9 Cards

1) R/E-1 Terrain Attack Shuttle
1) R/E-2 Transport Shuttle
1) R/E-3 Shuttle
1) R/E-4 Heavy Shuttlecraft
1) R/E-5 Pirate Fighter
1) R/E-6 Vektrean Fighter
3) E-7 Technical Display

Monster 5 Cards

5) Sexy Web Crawler

Crew 9 Cards

1) C-1 Sysop
1) C-2 Engineer
1) C-3 Media Personality
1) R/C-4 Marine
1) R/C-5 Mutineer
1) R/C-6 Damage Control Team
3) C-7 Tactical Officer

Ship 5 Cards

1) R/S-1 Ship from the Future
1) S-2 Vektrean Frigate
1) S-3 Vektrean Destroyer
1) S-4 Local Police Ship
1) S-5 Vektrean Heavy Cruiser

Reserve Fleet: Reactionary World, We have special plans for this card

Turn 1: Play a RW, and swap out for the Occurrence.
Turn 2: Play Scepter of Time (it stands to reason, in a deck this small, you'll draw one) for the extra plays. Play Occurrence on RW, drop a Starbase, a Tech Display on SB, and then Cat Rep it.

It isn't hard to pull this off, as I have done it back in the day when GE was still being supported by its company.

And, even if this combo doesn't appear by turn 2, you still have enough staying power to win a longer game.


Edited by werewolflht65 on 31 October 2007 at 7:33am


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Vercinorix
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Posted: 31 October 2007 at 7:50am | IP Logged Quote Vercinorix

Okay, let me say it again since it seems to be continously missed... there would be no second turn kill because the turn 2 restrictions would not allow engaged play w/o using a O7 Surprise Attack... just like regular rules.

The deck you just listed does not care whether it is played engaged or not. Which I assume was your point. But being quite light on ships you're really depending on your combo showing up or you're dead.

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werewolflht65
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Posted: 31 October 2007 at 8:13am | IP Logged Quote werewolflht65

No, it is an example of the second turn kill, that a few people seem to think doesn't exist in GE.

I'll build it and we can see if it beats the CCN deck later.


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Vercinorix
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Posted: 31 October 2007 at 8:23am | IP Logged Quote Vercinorix

Yeah I know that its is possible to pull off a second turn kill in GE, just like I know that the same thing is possible in Magic. Possible doesn't make it likely. Both conditions are statistically improbable even if you build your deck to do it.
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werewolflht65
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Posted: 31 October 2007 at 8:26am | IP Logged Quote werewolflht65

::thinks back to the Road Runner cartoon, where the Coyote chases RR off a cliff, and as Coyote falls, he ponders how the RR could defy the law of gravity. The RR response was, I never studied law...

I never studied statistics... ::finishes the final touches on his improbability drive::

:)

Next Subject!


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Aramax
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Posted: 31 October 2007 at 9:04am | IP Logged Quote Aramax

When my group first discovered MDM we(as a group) said how pointless,lets all build tha same deck and play the game with the same cards over and over again,pointless

So we resticted the card drawing cards to a point where they almost became a non-factor.This means somebody may stock 4 reactionary worlds but will never have the defence available to keep them alive.Hell I have about 50 reactionary worlds and dont put them in that many decks because I dont like wasting my precious defence on protecting them,too hard to keep alive.

In our format we all dont stock the same 30 cards in every deck ,allowing me to win 5 and 6 player games w/80 card decks that have no luck or 8 sectarian webcrawlers or 8 shield fiends or as I like to call them 5th fleet decks that have no ship higher than a five.Most of you are playing in evviornment that lead to a total lack of creativity,just draw cards draw cards.

The rules are not bad ,some of the cards are, you dont need to change the game whan resticting a hand full of cards will acheve a better result.Ive brought up my resticted list before and it allways falls on deaf ears just like when anyone else posts there house rules,but we have been playing this way since before the game fell

and my group is very harmonius and there is none of the rules bashing I wish you could understand but you wont listen,werewolf tryed it, but face it wolfie your too much of a power gamer to understand.In our format I have the luxury of trying to buld the WEAKEST deck I can and still winning.I could win a lot more games if I only power gamed but I dont HAVE to.In our format Im going to build a hundred decks,something I could never dream of with the rules as they stand.

But its all good, you folks keep doing what your doing ,Ill never covince you other wise,but as for me Ill live by my resticted list and be able to play decks(some non Gekonauk with no ship higher than 5)that you people could only dream of.

In a game with 3000 cards to pick from why do you play the same 30 cards in EVERY deck?

and which makes more sence restricting a few cards or changing the fundemental rules.



Edited by Aramax on 31 October 2007 at 9:51am
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Gekonauak
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Posted: 31 October 2007 at 9:47am | IP Logged Quote Gekonauak

What command points now allow you to do is play units in the engagd position in numbers up to your generated command points.

There is a problem with this as well. There is a reason most CCGs have a summoning sickness/disengaged phase for the Ships just summoned.

And certain empires would have an unfair disadvantage.

As it stands right now, the current rules with command points and played disengaged both really restrict your effective options in building a deck for duels, and screw the people who play last in a large multiplayer game

While I agree with the last player in a multiplayer game has a disadvantage, I don't agree about your assessment for building dueling decks.

If you want to fix the last player getting screwed, lift the only play one unit restriction on turn 2.



Edited by Gekonauak on 31 October 2007 at 10:23am
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Gekonauak
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Posted: 31 October 2007 at 9:50am | IP Logged Quote Gekonauak

In regards to dueling, in GE, you have to tailor your deck against your opponent. The game actually allows you to do this.

CCN (Installations) are the one empire in particular that you have to adjust the most for. There are others. Dragons and Tufor for example.

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Gekonauak
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Posted: 31 October 2007 at 9:57am | IP Logged Quote Gekonauak

RobPro wrote:
I think if you're going to make a modern comparison, Legend of the 5 Rings is a better CCG to start with than Magic. There are more similarities between GE and the L5R system than Magic. I'll list them if you want, but you and me are probably the only ones who have played those.




Mike has played it, but not in a long time. In fact, I myself have not kept current with L5R. The only CCGs that I bought into at all were GE, Battletech, L5R and Magic.


Well, I have played most of the CCGs released. Part of my job. There are some similarities with L5R (mainly the empire themes), but there are still some very big differences.

Matter of fact, besides L5R and MtG there aren't many that come close.
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werewolflht65
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Posted: 31 October 2007 at 9:59am | IP Logged Quote werewolflht65

Aramax wrote:

When my group first discovered MDM we(as a group) said how pointless,lets all build tha same deck and play the game with the same cards over and over again,pointless

So we resticted the card drawing cards to a point where they almost became a non-factor.This means somebody may stock 4 reactionary worlds but will never have the defence available to keep them alive.Hell I have about 50 reactionary worlds and dont put them in that many decks because I dont like wasting my precious defence on protecting them,too hard to keep alive.

In our format we all dont stock the same 30 cards in every deck ,allowing me to win 5 and 6 player games w/80 card decks that have no luck or 8 sectarian webcrawlers or 8 shield fiends or as I like to call them 5th fleet decks that have no ship higher than a five.Most of you are playing in evviornment that lead to a total lack of creativity,just draw cards draw cards.

The rules are not bad ,some of the cards are, you dont need to change the game whan resticting a hand full of cards will acheve a better result.Ive brought up my resticted list before and it allways falls on deaf ears just like when anyone else posts there house rules,but we have been playing this way since before the game fell

and my group is very harmonius and there is none of the rules bashing I wish you could understand but you wont listen,werewolf tryed it, but face it wolfie your too much of a power gamer to understand.In our format I have the luxury of trying to buld the WEAKEST deck I can and still winning.I could win a lot more games if I only power gamed but I dont HAVE to.In our format Im going to build a hundred decks,something I could never dream of with the rules as they stand.

But its all good, you folks keep doing what your doing ,Ill never covince you other wise,but as for me Ill live by my resticted list and be able to play decks(some non Gekonauk with no ship higher than 5)that you people could only dream of.

In a game with 3000 cards to pick from why do you play the same 30 cards in EVERY deck?

and which makes more sence restricting a few cards or changing the fundemental rules.



Remember Aramax, I HAVE played with your group, and I know the cards that your group restricted.

And again, someone else is missing the point: If the game was fine, why restrict any cards?

The RW was crafted to counter MDRM decks.

Restricting the draw cards merely restricts your ability to draw more defensive cards.

The static attrition scenario that is the only way to win at GE needs to change. Cards need to be made that DIRECTLY target the Sector HQ.

Sure, I could built an 80 card deck, following Aramax's restricted list, and mop the table with him, but why?
All the cards have a purpose, and it's up to the enlightened GE player to see the cards, not for their individual uses, but for how they interact with other cards.

A lowly O-5 completely shuts down the RW, as Geo and I found out a few days ago. Slap an M-1 on the same fleet, and the RW is a null factor until the end of the game.

Geo found a nice three card monty win condition with a card I know a lot of people ignored: L-8 Modified Time Line.

Read it, and then build a deck around it. He did, and it was a GE clone of his Beacon of Tomorrows MtG deck...



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Gekonauak
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Posted: 31 October 2007 at 10:04am | IP Logged Quote Gekonauak

I think if GE had continued, there would need to have been more cards in EVERY card type that are only useful in certain empires decks. Like the Leopan crew, which make it easier to build a Leopan crew attack deck.

That is the direction we were taking it.

Multiple Sector HQ's for each empire would have added to the diversity.

Well, the SHQ wasn't giving the empire the ability. They were there as a reminder to the rules of the empire, since we weren't reprinting the rulebook anytime soon.
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Aramax
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Posted: 31 October 2007 at 10:05am | IP Logged Quote Aramax

werewolflht65 wrote:
Aramax wrote:

When my group first discovered MDM we(as a group) said how pointless,lets all build tha same deck and play the game with the same cards over and over again,pointless

So we resticted the card drawing cards to a point where they almost became a non-factor.This means somebody may stock 4 reactionary worlds but will never have the defence available to keep them alive.Hell I have about 50 reactionary worlds and dont put them in that many decks because I dont like wasting my precious defence on protecting them,too hard to keep alive.

In our format we all dont stock the same 30 cards in every deck ,allowing me to win 5 and 6 player games w/80 card decks that have no luck or 8 sectarian webcrawlers or 8 shield fiends or as I like to call them 5th fleet decks that have no ship higher than a five.Most of you are playing in evviornment that lead to a total lack of creativity,just draw cards draw cards.

The rules are not bad ,some of the cards are, you dont need to change the game whan resticting a hand full of cards will acheve a better result.Ive brought up my resticted list before and it allways falls on deaf ears just like when anyone else posts there house rules,but we have been playing this way since before the game fell

and my group is very harmonius and there is none of the rules bashing I wish you could understand but you wont listen,werewolf tryed it, but face it wolfie your too much of a power gamer to understand.In our format I have the luxury of trying to buld the WEAKEST deck I can and still winning.I could win a lot more games if I only power gamed but I dont HAVE to.In our format Im going to build a hundred decks,something I could never dream of with the rules as they stand.

But its all good, you folks keep doing what your doing ,Ill never covince you other wise,but as for me Ill live by my resticted list and be able to play decks(some non Gekonauk with no ship higher than 5)that you people could only dream of.

In a game with 3000 cards to pick from why do you play the same 30 cards in EVERY deck?

and which makes more sence restricting a few cards or changing the fundemental rules.



Remember Aramax, I HAVE played with your group, and I know the cards that your group restricted.

And again, someone else is missing the point: If the game was fine, why restrict any cards?

The RW was crafted to counter MDRM decks.

Restricting the draw cards merely restricts your ability to draw more defensive cards.

The static attrition scenario that is the only way to win at GE needs to change. Cards need to be made that DIRECTLY target the Sector HQ.

Sure, I could built an 80 card deck, following Aramax's restricted list, and mop the table with him, but why?
All the cards have a purpose, and it's up to the enlightened GE player to see the cards, not for their individual uses, but for how they interact with other cards.

A lowly O-5 completely shuts down the RW, as Geo and I found out a few days ago. Slap an M-1 on the same fleet, and the RW is a null factor until the end of the game.

Geo found a nice three card monty win condition with a card I know a lot of people ignored: L-8 Modified Time Line.

Read it, and then build a deck around it. He did, and it was a GE clone of his Beacon of Tomorrows MtG deck...

Itold you already your a power gamer and cant see past that,I reapeat which makes more sence restricting(not banning ) about 10 cards or changing the fundemental rules?

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Gekonauak
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Posted: 31 October 2007 at 10:10am | IP Logged Quote Gekonauak

I think the whole attrition aspect of GE
is probably the weakest point of the game.


I don't think so at all. That is called a multi-player game. If you were able to eliminate players easily (to have less of a game of attrition), you would get down to a duel pretty quickly.

If you don't want to play long drawn out games, you could limit the number of people in your game.
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werewolflht65
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Posted: 31 October 2007 at 10:12am | IP Logged Quote werewolflht65

The fundamentals aren't the true issue.

The restrictive win condition is the issue.

Whether I am a power-gamer or not isn't the issue. I look for the easiest to attain win condition that every game has to offer. GE, unfortunately, has only one win condition: Get out ships, keep them alive, and blast my opponent's SHQ. PERIOD.

As far as the rest is concerned, until someone acquires the rights to GE, and either reprints the rules with changes or re-does the game, talking about what's wrong isn't going to solve anything.

I'll keep playing the game as written, and hopefully either something will happen or it won't.

If it doesn't happen, then Volakis can buy my collection. As good as GE could have been, I'm not going to beat this horse anymore.
It's dead Jim...

:(




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Aramax
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Posted: 31 October 2007 at 10:15am | IP Logged Quote Aramax

werewolflht65 wrote:
The fundamentals aren't the true issue.

The restrictive win condition is the issue.

Whether I am a power-gamer or not isn't the issue. I look for the easiest to attain win condition that every game has to offer. GE, unfortunately, has only one win condition: Get out ships, keep them alive, and blast my opponent's SHQ. PERIOD.

As far as the rest is concerned, until someone acquires the rights to GE, and either reprints the rules with changes or re-does the game, talking about what's wrong isn't going to solve anything.

I'll keep playing the game as written, and hopefully either something will happen or it won't.

If it doesn't happen, then Volakis can buy my collection. As good as GE could have been, I'm not going to beat this horse anymore.
It's dead Jim...

:(


This NOT a slam but I really dont understand what you LIKE about the game and why you play it?

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Gekonauak
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Posted: 31 October 2007 at 10:16am | IP Logged Quote Gekonauak

The whole concept of the "Second Turn Kill" isn't new in GE. Why else would Andy be trying to ban Cat Rep?

The turn 2 kill isn't the only reason that i would ban that card. No ONE card should not be able to end the game for a person (sometimes more than one person can be eliminated with this card).
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Gekonauak
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Posted: 31 October 2007 at 10:18am | IP Logged Quote Gekonauak

And the sample decks that have been posted in this thread just prove my point about the Time Twins. The H1 should have never been created as an H1, and the O1 should never have been created period.
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werewolflht65
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Posted: 31 October 2007 at 10:29am | IP Logged Quote werewolflht65

"This NOT a slam but I really dont understand what you LIKE about the game and why you play it?"

I play it because I'm not a fan of Fantasy. I prefer Sci Fi.

I got into GE because it was what i was looking for. But, unlike MtG, which I had already been playing, GE was so much a game of catch/keep up, I am still surprised I still play.

I do despise the whole Mr Suitcase situation about the game. Some of the best cards in Magic are commons and uncommons. Most of the rares can't stand alone, but in conjunction with a few UCs or commons, they really shine.

But in GE, you can't win without 80%+ of your deck having the Rares or V-Rares. And considering how much money you'd have to spend to get all those cards, gives me new respect for Vince and the cards that he dropped in my lap. He had to have spent THOUSANDS of Dollars to buy all the cards he gave me.

I went from barely interested in GE to Card Lord overnight.

My interest in the game is peaked only because I am a "Share the Wealth" personality, as any of my friends can attest.

I can build 200 card decks for new players, decks that may not be dedicated MDRM decks, but have enough of the good cards, that they aren't blown out of a group game by turn 4.

I would never bring in a new player, hand them a sealed starter, and force them to play at our table. They'd play exactly one game...

Reminds me of Walter... He was a MtG player in our older group, and he was really good at that game. But, on Turn 3, I got the MD combo,
and he was dead on turn 4.

He never played GE again...


Edited by werewolflht65 on 31 October 2007 at 10:31am


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Aramax
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Posted: 31 October 2007 at 10:32am | IP Logged Quote Aramax

werewolflht65 wrote:
"This NOT a slam but I really dont understand what you LIKE about the game and why you play it?"

I play it because I'm not a fan of Fantasy. I prefer Sci Fi.

I got into GE because it was what i was looking for. But, unlike MtG, which I had already been playing, GE was so much a game of catch/keep up, I am still surprised I still play.

I do despise the whole Mr Suitcase situation about the game. Some of the best cards in Magic are commons and uncommons. Most of the rares can't stand alone, but in conjunction with a few UCs or commons, they really shine.

But in GE, you can't win without 80%+ of your deck having the Rares or V-Rares. And considering how much money you'd have to spend to get all those cards, gives me new respect for Vince and the cards that he dropped in my lap. He had to have spent THOUSANDS of Dollars to buy all the cards he gave me.

I went from barely interested in GE to Card Lord overnight.

My interest in the game is peaked only because I am a "Share the Wealth" personality, as any of my friends can attest.

I can build 200 card decks for new players, decks that may not be dedicated MDRM decks, but have enough of the good cards, that they aren't blown out of a group game by turn 4.

I would never bring in a new player, hand them a sealed starter, and force them to play at our table. They'd play exactly one game...

Reminds me of Walter... He was a MtG player in our older group, and he was really good at that game. But, on Turn 3, I got the MD combo,
and he was dead on turn 4.

He never played GE again...

again you make my point for me.....

Imake all uncommon decks and win a few w/them



Edited by Aramax on 31 October 2007 at 10:34am
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Gekonauak
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Posted: 31 October 2007 at 10:40am | IP Logged Quote Gekonauak

But in GE, you can't win without 80%+ of your deck having the Rares or V-Rares.

If I remember correctly, this is not the case. Check out the break down in GF of Harold's winning deck and you will be surprised by this.
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werewolflht65
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Posted: 31 October 2007 at 10:40am | IP Logged Quote werewolflht65

Because you neuter the table Bob...

There is no point to make. Open up your group to the REAL rules of GE, and see where it goes.

You already know where it will go. MDRM will be the rule of the night, and you know it.

Why?

Not because the cards are broken and need to be restricted, but because the cards allow you to reach the ONLY win condition the game allows for: The destruction of my opponents SHQ.


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Aramax
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Posted: 31 October 2007 at 10:43am | IP Logged Quote Aramax

werewolflht65 wrote:
Because you neuter the table Bob...

There is no point to make. Open up your group to the REAL rules of GE, and see where it goes.

You already know where it will go. MDRM will be the rule of the night, and you know it.

Why?

Not because the cards are broken and need to be restricted, but because the cards allow you to reach the ONLY win condition the game allows for: The destruction of my opponents SHQ.

Well all I can say to that is my group ,ALL OF US,are very happy w/the way things are can you say that?Actually several of my players have said they would never want to play me in an unresticted format.



Edited by Aramax on 31 October 2007 at 10:48am
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werewolflht65
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Posted: 31 October 2007 at 10:48am | IP Logged Quote werewolflht65

That's not fair.

You guys had decided a very long time ago to play under the restricted list you use, and everyone has pretty much accepted that and that is how they play.
I doubt very much if the "Three Amigos" showed up at your door, with 200+ card MDRM decks and played, that after the dust settled, the winner wasn't one of us?

If a dog is used to eating hamburger, and then his owner switches him to dry food, for awhile, he'll miss the hamburger, but after years go by, he'll grow to love the dry food and forget all about the hamburger days.

It's all about programming.


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Aramax
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Posted: 31 October 2007 at 10:49am | IP Logged Quote Aramax

werewolflht65 wrote:
That's not fair.

You guys had decided a very long time ago to play under the restricted list you use, and everyone has pretty much accepted that and that is how they play.
I doubt very much if the "Three Amigos" showed up at your door, with 200+ card MDRM decks and played, that after the dust settled, the winner wasn't one of us?

If a dog is used to eating hamburger, and then his owner switches him to dry food, for awhile, he'll miss the hamburger, but after years go by, he'll grow to love the dry food and forget all about the hamburger days.

It's all about programming.

You didnt answer my question did you?

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werewolflht65
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Posted: 31 October 2007 at 10:53am | IP Logged Quote werewolflht65

Am I happy with the way we play?

Happiness comes in varying degrees. When I win a game, I am happy.

When I lose a game, I am frustrated, and usually tear the deck apart or just shuffle it better.

But am I happy with the core of GE? No, not really, but I have other hobbies and interests. If GE doesn't improve or fails to be resurrected by either myself or Biegel, then I'll sell off my collection to Eman, and go back to my other hobbies.


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Aramax
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Posted: 31 October 2007 at 11:01am | IP Logged Quote Aramax

werewolflht65 wrote:
Am I happy with the way we play?

Happiness comes in varying degrees. When I win a game, I am happy.

When I lose a game, I am frustrated, and usually tear the deck apart or just shuffle it better.

But am I happy with the core of GE? No, not really, but I have other hobbies and interests. If GE doesn't improve or fails to be resurrected by either myself or Biegel, then I'll sell off my collection to Eman, and go back to my other hobbies.

Wow,I probably will not buy a radictly changed game(almost def not)UNLESS I can use the cards I own,You have goen through how many resticted lists how many rules change,and yet the power gamer in you will not open itself up to the chance that if they are very happy maybe we can be too

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