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Tarquon
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Posted: 10 August 2007 at 9:36am | IP Logged Quote Tarquon

As my c5/5 rant winds down, I need a new topic.
hmmm.....  yes, the R/L7 temporal correction.

Can I really use it to discard a pirate ship stack in play against
one of my terrains?  I suspect 'yes' and thus I rave about another overpowered card.  opinions?  fixes?
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Gekonauak
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Posted: 10 August 2007 at 10:00am | IP Logged Quote Gekonauak

Yep.

What is there to fix? The card is completely useless if your opponent would just mind his own business and not play cards against your fleet.
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Tarquon
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Posted: 10 August 2007 at 10:17am | IP Logged Quote Tarquon

I don't think any str7 card should be able to discard a ship stack, even if it is against a location.  M, H, O, L, sure, but not S and not a stack.  Maybe I'm the lone ranter - wouldn't be the first time.

(I'm OK with the 'played against' but not 'in play against' - similar to the wording of the anomaly portal)
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Lobo
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Posted: 10 August 2007 at 12:20pm | IP Logged Quote Lobo

-The cry of "overpowered" is not a new one for games in general. Computer games, particularly MMOs, are now rampant with folks pining for the days that their Rusted Broad Sword was good enough to slay a giant. In Magic, these over-zealous harbingers of mediocrity ushered in the days of split tournaments because some cards were just "too hard" to counter. Even in Star Trek v1.0, every expansion illicited jeers from the crowds that longed for the days of Premiere and only Premiere (but Ore Processing is sooooo broken). Bah. 

And then there is the old stand-bys, pen and paper roleplaying games and board games. DnD, Axis and Allies, Risk, even Monopoly for gosh sake have all seen people point out winning strategies and things that are either over/under powered or that need atteniton to achieve some ethereal "balance" that makes the universe stable. What example do you have from Monopoly, you may ask? When's the last time you hit a hotel on Illinois Avenue? And does anyone even consider buying those green properties?

I say, instead of crippling cards that are powerful, we beef up cards that suck to level the playing field . Super-Powered GE for the masses, where everyone can play a strength 49 stack.

Janitors suck, but what if we issued errata that made them Cyber-Mage Automatons with the ability to "sweep" any stack out of play for one turn. Or, we could have them use their special "Clean Up on Aisle 20" ability where they can commandeer any stack of strength 20 or higher for their own use each turn. I think i prefer that to a nerf any day.

Bottom Line: Temporal Correction is a good card. There are plenty of other good cards in the game as well. Should any of them be "fixed" or banned? Decide for yourself and your play group. Me? I'm working on finding a magic marker to give my Nurse the ability to force the next player that coughs or sneezes to skip their turn. That'd be cool.....Lobo 

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Gekonauak
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Posted: 10 August 2007 at 1:04pm | IP Logged Quote Gekonauak

I don't think any str7 card should be able to discard a ship stack, even if it is against a location. M, H, O, L, sure, but not S and not a stack.

That ship stack wouldn't be able to be discarded if it weren't in play against my terrain.
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Gekonauak
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Posted: 10 August 2007 at 1:12pm | IP Logged Quote Gekonauak

and listen, like I said before... the strength of a card as a measure of its power is just not something that is always going to be balanced. The Time Twins prove this point. Except for Units where the strength of the card serves a purpose, the strength of a card is only useful to determine how many cards to stack in your deck, and for determining exceptions.

That really is it.
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Tarquon
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Posted: 10 August 2007 at 3:09pm | IP Logged Quote Tarquon

All you pirates out there - does this seem balanced to you?  To earn a meager few engagement points or for the simple enjoyment of a raiding party you risk your ship stack?

just for the record, I am not and have never been a pirate.  But I do hate to see anyone loose their livelihood this way.



OK, consider - no other non-entity card in the game has the power to discard stacks.  Do we really need such a powerful anti-piracy card?  are there not other ways to counter?  I hate to see such an interesting strategy have such a powerful deterrent.  I realize this card came out before piracy and probably didn't get the appropriate playtest.  Except for it's use on ship stacks, I think this card is OK.

(I understand the game is the way it is and str really only affects the stocking.  I like to think about ways to make improvements or refinements.  the more viable strategies the more fun.)
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RobPro
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Posted: 10 August 2007 at 5:17pm | IP Logged Quote RobPro

The card is powerful, but not overpowered. You might have 10-15 ships capable of stealing engagement... with 3 of these max in a deck. It's one of the few (playable) ways to counteract stolen engagement.
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Matchbox
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Posted: 10 August 2007 at 5:35pm | IP Logged Quote Matchbox

wouldnt moving against a terrain be a card action, not played to, thus the temp correction wouldnt work?
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bignea
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Posted: 10 August 2007 at 5:50pm | IP Logged Quote bignea

I agree with matchbox

the ship is moved to the terrain not played. just move one of your own ships with higher strength there to get rid of the ship.

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Tarquon
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Posted: 10 August 2007 at 8:50pm | IP Logged Quote Tarquon

The temporal correction works on cards played or in play against you.

I agree, forcing a pirate to back off by moving a bigger ship there is a
sufficient counterstrategy. Forcing the pirate to discard his ship stack seems
extreme (to me) but that's the fine for temporal incorrectness.
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RobPro
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Posted: 11 August 2007 at 12:02am | IP Logged Quote RobPro

So... changing the game mechanics so there's no risk whatsoever to moving your ship against my terrain is fine?
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bignea
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Posted: 11 August 2007 at 12:33am | IP Logged Quote bignea

Tarquon wrote:
The temporal correction works on cards played or in play against you.

I agree, forcing a pirate to back off by moving a bigger ship there is a
sufficient counterstrategy. Forcing the pirate to discard his ship stack seems
extreme (to me) but that's the fine for temporal incorrectness.

Your correct about the second part about in play against you. I did'nt have temp in front of me to read that part. So i agree that the temp would work on the pirate.

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Tarquon
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Posted: 12 August 2007 at 7:43pm | IP Logged Quote Tarquon

I didn't suggest any change to the game mechanics. Forcing a weaker ship
off from against your terrain, as bignea described, is already described
within the rules. kinda even makes sense, not that that's required ;)

the piracy strategy fits very well in GE theme, rules and history. I wouldn't
want to change that - if anything I would want to enhance it.
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Gekonauak
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Posted: 13 August 2007 at 5:58am | IP Logged Quote Gekonauak

Temp Corr. is just one card. And there is one card that will stop it. Luck Demon.

It's a strong card, but balanced.
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